Gaming machine capable of broadcasting a status of a game by a reel action

ABSTRACT

A gaming machine capable of prompting a player to pay his or her attention to a unit game that is attractive to the player, by performing a rendering caused by WILD symbol display or symbol movement mode. Symbols that are associated with a first scroll line are moved in a first direction, and symbols that are associated with a second scroll line are moved in a direction that is different from the first direction. After a predetermined period of time has elapsed, a WILD symbol that is included in the symbols that are associated with the second scroll line is displayed in a stopped state, and as triggered by the fact that the WILD symbol has been displayed in the stopped state, the symbols that are associated with the first scroll line are displayed so that a movement speed is gradually slowed down.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims priority of Japanese Patent Application No. 2010-249172 filed on Nov. 5, 2010. The contents of this application are incorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine that is capable of broadcasting a status of a game to a player by means of a reel action.

2. Description of the Related Art

Conventionally, in gaming machines, games to be played by rearranged symbols have been performed. Specifically, a unit game is repeatedly performed in such a manner that a plurality of symbols are displayed after movably displayed during a predetermined period of time and then a predetermined prize is awarded to a winning player, in accordance with a combination or the number of symbols having been rearranged. A player repeatedly performs a unit game in such a manner that movement of symbols are started and then predetermined symbols are rearranged, and a prize is determined, while expecting that such a prize may be obtained.

As described above, in gaming machines, a predetermined prize according to a combination or the number of symbols having been rearranged is awarded to a winning player. For example, symbols are rearranged, whereby if a combination of predetermined symbols is arranged along a winning line, it is determined that a winning prize has been established and then a predetermined prize is awarded to a winning player. However, if a combination or the number of symbols having been rearranged is the same and is not arranged along a winning line, it is not determined that a winning prize has been established and then a predetermined prize is not awarded to a player. In this way, in order to clearly show a player as to whether or not a winning prize has been established, there is a need to clearly display a winning line as well as the rearranged symbols.

As described above, a winning prize depends on a winning line as well as a combination or the number of symbols having been rearranged. Thus, in order to increase a winning possibility, there has been a gaming machine in which a number of winning lines are provided. For example, among the conventional gaming machines, there have existed the ones in which there are several hundreds of winning lines as well. While a winning possibility can be increased by increasing the number of winning lines, there has occurred apprehension that the progress of a game is hardly visually recognizable to players because the number of winning lines is too large. For example, it has been difficult to determine the progress of a game such as whether or not a current situation becomes far away from a winning prize or becomes close to a winning prize or which winning line is the closest to a winning prize on the way of a unit game. In addition, the number of winning lines is increased, and thus, it has also been difficult to recognize the fact that a winning prize has been established as well as the progress of a game. Therefore, there has existed a gaming machine in which rendering is provided so as to display a winning line on which a prize has been obtained in a highlighting manner (for example, refer to International Patent Application Publication No. WO 99/64997).

In addition, there has existed a gaming machine adapted to move symbols in a direction opposite to a normal direction, with use of a time from start of symbol movement to symbol redisplay (for example, refer to United State Patent Application Publication No. 2009/0227343). This gaming machine has been adapted to display symbols to be moved in a normal direction and symbols to be moved in a direction opposite to the normal direction so that they are caused to coexist. This gaming machine has also been adapted to display the symbols to be moved in a plurality of directions to thereby stimulate a player's visual sense so as to enhance a sense of expectation of the player.

The gaming machine described in the abovementioned International Patent Application Publication No. WO 99/64997 enables a player to recognize a winning line indicating that when a prize has occurred, a prize has been established at the same time as the occurrence of the prize. However, it has not been possible to eliminate the fact that a player misses a reel action which enhances a sense of expectation as to where or not a prize is established while symbols are rearranged after rotation reels have been stopped.

In a gaming machine, for example, in a slot machine, a unit game is performed in such a manner that a player operates a spin button, whereby movement of symbols is started and then the symbols are stopped and rearranged. In this way, in the unit game, operation of the spin button, movement of symbols, and rearrangement of symbols are repeatedly performed in the same manner every time; and therefore, there has been a possibility that a comparatively monotonous game is played. Thus, a player loses a tense atmosphere or a concentration for a game if he or she plays the game for a long period of time, and there has been likely to be established a situation that he or she misses a symbol display region while seeing it.

In addition, the gaming machine described in United State Patent Application Publication No. 2009/0227343, as described above, has been adapted to display symbols so that the symbols to be moved in a normal direction and the symbols to be moved in a direction opposite to the normal direction are caused to coexist; and therefore, a player enhances a sense of expectation at a stage at which the user has visually recognized the moving symbols, whereas there has been a high possibility that the player gradually loses his or her interest in game. As a result, as is the case with the gaming machine described in International Patent Application Publication No. WO 99/64997, if a player plays a game over a long period of time, there has been established a situation that the player does not carefully look at a symbol display region.

The present invention has been made in view of the circumstance described above, and it is an object of the present invention to provide a gaming machine that is capable of prompting a player to pay his or her attention to a unit game that is attractive to the player, by performing a rendering caused by WILD symbol display or symbol movement mode.

SUMMARY OF THE INVENTION

A gaming machine according to aspect of present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-1-1) randomly determining symbols to be rearranged;

(1-1-2) displaying symbols that are associated with at least one first scroll line among the plurality of scroll lines, in the display region so as to be moved in a first direction;

(1-1-3) displaying symbols that are associated with at least one second scroll line that is different from the first scroll line among the plurality of scroll lines, in the display region so as to be moved in a direction that is different from the first direction;

(1-1-4) after a predetermined period of time has elapsed subsequent to the processing operation of (1-1-3), displaying a WILD symbols that are included in the symbols that are associated with at least one second scroll line, in the display region so as to be displayed in a stopped state;

(1-1-5) displaying the symbols that are associated with at least one first scroll line in the display region so that a movement speed is gradually slowed down as triggered by a fact that the WILD symbol is displayed in the stopped state; and

(1-1-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-1-1).

Symbols are moved in a first direction, and other symbols are moved in a direction that is different from the first direction, so that a sense of expectation can be enhanced. In addition, WILD symbols are displayed in a stopped state, thus making it possible to enhance a sense of expectation that there may be a higher possibility that an advantageous result can be obtained. Further, symbols are displayed so that a movement speed of the symbols gradually slows down, thus making it possible to impart a tense atmosphere. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

The gaming machine according to another aspect of present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-2-1) randomly determining symbols to be rearranged;

(1-2-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed;

(1-2-3) displaying the predetermined symbols in the display region in a second direction that is different from the first direction at a second speed that is different from the first speed, as triggered by a fact that the predetermined symbol has been moved by the predetermined distance; and

(1-2-4) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-2-1).

Symbols are moved in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed, and the symbols move differently as usual, so that a tense atmosphere and a sense of expectation can be imparted to a player. In addition, symbols are moved in a second direction that is different from the first direction at a second speed that is different from the first speed, so that a tense atmosphere and a sense of expectation can be imparted to a player while the player is surprised to see it. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

The gaming machine according to further another aspect of the present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-3-1) randomly determining symbols to be rearranged;

(1-3-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed;

(1-3-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is faster than the first speed;

(1-3-4) displaying symbols that are associated with each other, in the display region so as to be moved and arranged in line, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the second speed;

(1-3-5) displaying symbols in the display region so as to be moved at a third speed that is slower than the first speed, as triggered by a fact that the symbols associated with each other have been arranged; and

(1-3-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-3-1).

Symbols are displayed in a display region so as to be moved at a second speed that is faster than a first speed, so that a tense atmosphere and a sense of expectation can be imparted to a player while the player is surprised to see it. In addition, symbols that are associated with each other are displayed to be moved and arranged in line, thus making it possible to impart a sense of expectation that the symbols may gradually form a combination. Further, as triggered by the fact that the symbols that are associated with each other have been arranged in line, the symbols are moved at a third speed that is slower than the first speed, so that a sense of expectation can be further enhanced. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

The gaming machine according to furthermore another aspect of present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-4-1) randomly determining symbols to be rearranged;

(1-4-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed;

(1-4-3) displaying the predetermined symbols in the display region so as to be moved in the first direction ay a second speed that is slower than the first speed;

(1-4-4) displaying symbols that are associated with each other in the display region so as to be moved and arranged in line, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the second speed;

(1-4-5) displaying symbols in the display region so as to be moved at a third speed that is slower than the first speed, as triggered by a fact that the symbols associated with each other have been arranged; and

(1-4-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-4-1).

Symbols are displayed in a display region so as to be moved at a second speed that is slower than a first speed, so that a sense of expectation can be imparted to a player. In addition, symbols that are associated with each other are displayed so as to be moved and arranged in line; and therefore, a sense of expectation that a winning prize may be established can be imparted to a player by causing the player to visually recognize that symbols may gradually form a combination while they are moved. Further, as triggered by the fact that the symbols that are associated with each other are arranged, the symbols are moved at a third speed that is slower than the first speed, so that a sense of expectation can be further enhanced. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

The gaming machine according to another aspect of present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-5-1) randomly determining symbols to be rearranged;

(1-5-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed;

(1-5-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is slower than the first speed;

(1-5-4) determining whether or not symbols that are associated with each other can be moved and arranged in line at the second speed, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the first speed;

(1-5-5) displaying the symbols that are associated with each other in the display region so as to be moved and arranged in line at the second speed, in a case where the symbols that are associated with each other can be moved and arranged in line at the second speed;

(1-5-6) repeating the processing operation of (1-5-4) and the processing operation of (1-5-5) at least once;

(1-5-7) displaying the symbols that are associated with each other in the display region so as to be moved and arranged in line at the second speed as to all of the plurality of scroll lines;

(1-5-8) after the processing operation of (1-5-7) has been executed, displaying the symbols that are associated with each other, in the display region so as to be slowed down and moved while the associated symbols are arranged; and

(1-5-9) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-5-1).

Symbols are displayed in a first direction so as to be moved at a second speed that is slower than a first speed, so that a sense of expectation can be imparted to a player. In addition, in a case where symbols that are associated with each other can be moved and arranged moved and arranged in line at the second speed, the symbols that are associated with each other are moved and arranged in line at the second speed; and therefore, it is possible to cause the player to visually recognize that the symbols that are associated with each other may form a combination while they are moved; it is possible to cause the player to visually recognize that the symbols that are associated with each other may gradually form a combination while they are moved, or alternatively, to expect that more symbols, for example, all of the symbols may form a combination; and in a case where symbols are adapted to gradually form a combination, a tense atmosphere and a sense of expectation of the player can be continuously maintained. Further, the symbols that are associated with each other are moved to be gradually slowed down while they are arranged, so that a tense atmosphere and a sense of expectation can be continuously imparted until the symbols have been rearranged. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

The gaming machine according to furthermore another aspect of present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-6-1) randomly determining symbols to be rearranged;

(1-6-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved;

(1-6-3) subsequent to the processing operation of (1-6-2), stopping the predetermined symbols and then displaying the stopped symbols in the display region;

(1-6-4) after the processing operation of (1-6-3) has been executed, displaying symbols that are associated with at least one scroll line among the plurality of scroll lines, in the display region so as to be moved in a stepwise manner along the scroll line;

(1-6-5) displaying the symbols that are moved in the stepwise manner, in the display region so as to be moved by a predetermined distance in a first direction along the scroll line;

(1-6-6) displaying the systems that are moved in the stepwise direction, in the display region so as to be moved by a predetermined distance in a second direction that is different from the first direction along the scroll line;

(1-6-7) stopping the symbols that are moved in the stepwise manner and then displaying the stopped symbols in the display region;

(1-6-8) after the processing operation of (1-6-4) has been executed, randomly selecting and executing any one of the processing operations of (1-6-5) to (1-6-7); and

(1-6-9) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-6-1).

Symbols are moved in a stepwise manner; and therefore, the symbols are moved clearly differently, thereby enabling a player to be surprised to see it, In addition, it is selectively executed as to whether the symbols are moved in a first direction by a predetermined distance or as to whether the symbols are moved by a predetermined distance in a second direction that is different from the first direction or are stopped, so that a tense atmosphere and a sense of expectation can be imparted in such a manner as to disable a player to except how the symbols are moved. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

The gaming machine according to aspect of present invention in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and

a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-7-1) randomly determining symbols to be rearranged;

(1-7-2) displaying symbols that are associated with one scroll line among the plurality of scroll lines, in the display region so as to be moved;

(1-7-3) after a predetermined period of time has elapsed after the processing operation of (1-7-2) has been executed, displaying symbols that are associated with another scroll line that is different from said one scroll line among the plurality of scroll lines, in the display region so as to be moved;

(1-7-4) repeating the processing operations of (1-7-2) and (1-7-3) until symbols that are associated with all of the plurality of scroll lines have been moved; and

(1-7-5) automatically stopping symbols that are associated with at least one among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-7-1).

Symbol movement is gradually started, so that a sense of expectation can be imparted to a player at the time of starting a unit game. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

It is possible to cause a player to pay his or her attention to a unit game that is attractive to the player, by performing a rendering caused by WILD symbol display or symbol movement mode.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an explanatory view showing a reel setting method in a gaming machine;

FIG. 2 is an explanatory view showing a functional flow of the gaming machine;

FIG. 3 is a flowchart showing a functional flow of a game in a gaming machine according to the embodiment;

FIG. 4 is a perspective view showing an entire gaming machine;

FIG. 5 is a block diagram of a gaming system;

FIG. 6 is a block diagram of a PTS system;

FIG. 7 is a perspective view of a slot machine in a gaming machine;

FIG. 8 is an explanatory view showing a button layout of a control panel;

FIG. 9 is an enlarged perspective view of a PTS terminal;

FIG. 10 is a perspective view of a reel device;

FIG. 11 is an exploded perspective view of the reel device;

FIG. 12 is a perspective view of a reel unit retaining mechanism;

FIG. 13 is a perspective view of the reel unit retaining mechanism;

FIG. 14 is a perspective view of a second connector;

FIG. 15 is a perspective view of a slide retaining mechanism;

FIG. 16 is a rear view of the reel device;

FIG. 17 is a front view of the reel device;

FIG. 18 is a side view of the reel device;

FIG. 19 is a perspective view of a reel support mechanism;

FIG. 20 is a perspective view of the reel support mechanism;

FIG. 21 is a perspective view of the reel support mechanism and a rendering light emitting device;

FIG. 22 is a side view of the reel device;

FIG. 23 is a perspective view of a reel drive mechanism;

FIG. 24 is a perspective view of the reel drive mechanism;

FIG. 25 is a perspective view of a blade mechanism and a driving force transmission mechanism;

FIG. 26 is a perspective view of the blade mechanism and the driving force transmission mechanism;

FIG. 27 is a perspective view of reels;

FIG. 28 is a perspective view of the reels;

FIG. 29 is a perspective view of a reel frame member;

FIG. 30 is a perspective view of the reel frame member and a reel band;

FIG. 31 is a perspective view of the reel frame member and a backlight device;

FIG. 32 is a front view of the reel frame member and the backlight device;

FIG. 33 is a perspective view of the backlight device;

FIG. 34 is a perspective view of the backlight device;

FIG. 35 is a perspective view of a backlight board case;

FIG. 36 is a perspective view of the rendering light emitting device;

FIG. 37 is a perspective view of the rendering light emitting device;

FIG. 38 is an electrical block diagram of a slot machine;

FIG. 39 is an electrical block diagram of a reel board;

FIG. 40 is an electrical block diagram of a PTS terminal;

FIG. 41 is an electrical block diagram of an IC card;

FIG. 42 is an explanatory view of a data table indicating symbols and code numbers of the respective symbols;

FIG. 43 is an explanatory view of a data table of a prize management table;

FIG. 44 is an explanatory view of a data table of a number-of-free-games table;

FIG. 45 is an explanatory view showing a relationship between a reel setting table and a magnetic force detection value table;

FIG. 46 is a flowchart of startup processing;

FIG. 47 is a flowchart showing a part of basic game processing;

FIG. 48 is a flowchart showing a part of the basic game processing;

FIG. 49 is a subroutine showing bonus game processing to be invoked and executed in step S15 of FIG. 48;

FIG. 50 is a flowchart of common game processing;

FIG. 51 is a flowchart of first reel setting processing;

FIG. 52 is an explanatory view showing a reel setting method in a gaming machine;

FIG. 53 is an explanatory view showing a functional flow of the gaming machine;

FIG. 54 is an electrical block diagram of a reel board;

FIG. 55 is an explanatory view of a reel setting table;

FIG. 56 is a flowchart of second reel setting processing;

FIG. 57 is an explanatory view showing the reel setting method in the gaming machine;

FIG. 58 is a flowchart of check pulse value acquisition processing;

FIG. 59 is a flowchart of third reel setting processing;

FIG. 60 is an explanatory view of an illumination mode setting table;

FIG. 61 is an explanatory view of backlight luminance adjustment;

FIG. 62 is a flowchart of backlight luminance adjustment processing;

FIG. 63 is an explanatory view of pay line display;

FIG. 64 is an explanatory view of pay line rendering;

FIG. 65 is a view showing a schematic configuration of a gaming machine according to a third embodiment;

FIG. 66 is a flowchart showing a subroutine of reel rotation start processing to be invoked and executed in step S9 of FIG. 47 described above;

FIG. 67 is a flowchart showing a subroutine of reel rotation stop processing to be invoked and executed in step S11 of FIG. 47 described above;

FIG. 68 is a flowchart showing a subroutine of first display control processing;

FIG. 69 is a flowchart showing a subroutine of second display control processing;

FIG. 70 is a flowchart showing a subroutine of third display control processing;

FIG. 71 is a flowchart showing a subroutine of fourth display control processing;

FIG. 72 is a flowchart showing a subroutine of fifth display control processing;

FIG. 73 is a flowchart showing a subroutine of sixth display control processing;

FIG. 74 is a flowchart showing a subroutine of seventh display control processing;

FIG. 75 is a flowchart showing a subroutine of eighth display control processing;

FIG. 76 is a flowchart showing a subroutine of ninth display control processing;

FIG. 77 is a flowchart showing a subroutine of tenth display control processing;

FIG. 78 is a flowchart showing a subroutine of continual of the tenth display control processing;

FIG. 79 is a flowchart showing a subroutine of eleventh display control processing;

FIG. 80 is a flowchart showing a subroutine of twelfth display control processing;

FIG. 81 is a view showing an example of movement of reels in the first display control processing;

FIG. 82 is a view showing an example of movement of reels in the second display control processing;

FIG. 83 is a view showing an example of movement of reels in the third display control processing;

FIG. 84 is a view showing an example of movement of reels in the fourth display control processing;

FIG. 85 is a view showing an example of movement of reels in the fifth display control processing;

FIG. 86 is a view showing an example of movement of reels in the sixth display control processing;

FIG. 87 is a view showing an example of movement of reels in the seventh display control processing;

FIG. 88 is a view showing an example of movement of reels in the eighth display control processing;

FIG. 89 is a view showing an example of movement of reels in the ninth display control processing;

FIG. 90 is a view showing an example of movement of reels in the tenth display control processing;

FIG. 91 is a view showing an example of movement of reels in the eleventh display control processing;

FIG. 92 is a view showing an example of movement of reels in the twelfth display control processing; and

FIG. 93 is a flowchart showing a subroutine indicating processing of expectation value meter lighting control.

DESCRIPTION OF THE PREFERRED EMBODIMENTS First Embodiment Outline of Gaming Machine

A gaming machine according to a first embodiment, as shown in FIG. 1 has a slot machine 10 to be played by rearranging a symbol 501 based on a magnetic force in an external magnetic field that varies by means of rotation of a reel M3. While, in the following description, gaming machines are explained using a device type of a plurality of slot machines 10 in which a plurality of players participate, slot machines 10 to be played by single players itself may be provided.

A slot machine 10 is provided with a reel device M1 in which a magnetic force in an external magnetic field that varies by means of rotation of the reel M3 and an arrangement position of the symbol 501 are associated with each other, thereby enabling rearrangement of the symbol 501 with the use of only the magnetic force in the external magnetic field that varies due to rotation of the reel M3.

In a specific description, a slot machine 10 has a reel device M1 provided with a reel M3 and a reel control portion 631 of FIG. 2 for controlling the reel device M1. The reel device M1 has: a reel M3 having symbols 501 arranged on an outer circumferential face; a reel drive mechanism M5 for rearranging the symbols 501 by driving the reel M3 in a rotating manner; a magnet M201 that is provided in the reel drive mechanism M5 so as to change an external magnetic field by rotation of the reel M3; a magnetic force detection mechanism M202 for detecting a magnetic force in the external magnetic field to thereby output a magnetic force detection signal; and a reel setting means (a reel setting portion 632 of FIG. 2) for associating a magnetic force detection signal and an arrangement position of the symbol 501 with each other.

In addition, a reel control portion 631 of FIG. 2 has, as a reel drive control means, a function of controlling the reel drive mechanism M5 so as to rearrange the symbols 501 in a predetermined rearrangement state, based on a magnetic force detection signal and the rearrangement position of the symbol 501.

In this manner, the stop machine 10 is capable of indirectly detecting the arrangement position of the symbols 501, based on the magnetic force detection signal even if the arrangement position of the symbols 501 is not directly detected by means of a sensor or the like by the fact that the magnetic force detection signal that is obtained by detecting the magnetic force in the external magnetic field that varies by means of rotation of the reel M3 and the arrangement position of the symbols 501 are associated with each other. In this manner, even if a positional relationship between the symbol 501 and the reel M3 is not preset, the symbol 501 having arranged on the reel M3 can be specified; and therefore, the symbol 501 can be rearranged in a predetermined arrangement state. As a result, in a case of performing a work of arranging the symbols 501 on an outer circumferential face of the reel M3, a work load required for arrangement can be reduced more remarkably than in a case of arranging the symbols 501 while positioning them with respect to a predetermined position (an origin position) of the reel M3.

The slot machine 10 configured as described above is provided in a gaming machine 300 in which a plurality of players participate, as shown in FIG. 2. As the gaming machine 300, each of a plurality of slot machines 10 that is a game terminal provided with reel device M1 is connected to a center controller 200 so as to enable data communication. The gaming machine 300 is capable of individually executing a base game such as a slot game by means of each slot machine 10 and is capable of executing a common game in synchronism with each slot machine 10.

A connection between the slot machine 10 and the center controller 200 may be either of a wired connection and a wireless connection, or alternatively, may be a combination thereof. In addition, a unit of bet amount may be a national or regional currency such as dollars, Yens, or Euros, or alternatively, may be game points to be used in halls provided with gaming machines 300 or in the relevant industry.

In more specific description of the above described configuration, a gaming machine 300 has: an input device that enables external input; a plurality of slot machines 10 that are programmed to individually execute a base game and to execute a variety of processing operations in order to play a common game that is executed in a plurality of slot machines 10; and a center controller 200 that is connected to enable communication with the plurality of slot machines 10, and is programmed to execute a variety of processing operations.

A terminal controller of the gaming machine 300 is capable of executing at least three processing operations, i.e., a first processing operation of executing a base game by inputting a start operation from an input device; a second processing operation of executing a common game by means of a game start command from the center controller 200; and a third processing operation of determining a game result of the common game, based on game result information from the center controller 200.

A word “common game” used herein designates a subsidiary game that is different from a main game that is essential in the gaming machine 300. The common game is executed in parallel to a basic game or is executed during one time point while the basic game is stopped. For example, the common game includes a game such as a claps game, a baseball game, or a soccer game.

The center controller 200 of the gaming machine 300 is capable of executing at least three processing operations, i.e., a first processing operation of outputting a game start command to a slot machine 10 meeting a game execution condition with a predetermined timing; a second processing operation of determining a game result of a common game; and a third processing operation of sequentially outputting the game result determined in the second processing operation as game result information to each slot machine 10.

A word “game execution condition” used herein designates a condition for providing a qualification to participate in a common game, for example, a condition that a cumulative value of bet amounts in a base game is equal to or greater than a minimum bet amount I or a condition that the number of base games is equal to or greater than a minimum number of bets. The “game execution condition” can be met by means of a player's intension immediately before starting a common game. For example, in a case where the game execution condition is not met due to the fact that the cumulative value of bet amounts in the base game is less than the minimum bet amount, a difference between the minimum bet amount and the cumulative value of bet amounts is paid immediately before starting the common game, or alternatively, a payment of the amount when a predetermined condition has been met is made, whereby a state in which the game execution condition has been met is established. In addition, if the number of base games is insufficient, a payment of the amount corresponding to such an insufficiency or a payment of the amount when a predetermined condition has been met is made, whereby a state in which the game execution condition has been met is established.

In addition, a predetermined timing of outputting a game start command is established when a common game start condition has been established in any one slot machine 10. A word “common game start condition” used here designates a condition such as a cumulative value of bet amount information or a cumulative value of the number of base games. While the embodiment describes use of a gaming machine 300 provided with a center controller 200 apart from a slot machine 10, the present invention is not limited thereto. As the gaming machine 300, one or more slot machines 10 may be configured to have a function of the center controller 200, whereas slot machines 10 may be connected to each other to enable data communication.

The “slot machine 10” described above is a one kind of game terminal in the gaming machine 300. While the embodiment describes a slot machine 10 as one example of game terminal, the present invention is not limited thereto. A device type provided with a terminal controller that is capable of independently executing any base game can be applied as a game terminal.

The “base game” in the embodiment is executed by means of a slot machine 10. The base game is a slot game to be played by rearranging a plurality of symbols 501. The base game is not limited to the slot game, and may be a game that can be independently executed in a game terminal such as a slot machine 10.

Rearrangement of symbols 501 in a slot game is performed in a reel device M1 (a symbol display device). The slot game has a processing operation of executing a normal game to be played by rearranging the symbols 501 in the reel device M1 on a condition that a gaming value has been betted, and then, awarding a normal prize according to the rearranged symbols 501; a processing operation of, in a case where symbols 501 have been rearranged in a predetermined condition in a normal game, executing a bonus game to be played by rearranging the symbols 501 on a condition that a payout rate that is greater than that in the normal game is established, and then, awarding a bonus prize according to the rearranged symbols 501; and a processing operation of executing rescue processing in a case where a rescue start condition has been established.

While a word “symbol 501” is not limited to a kind or number as long as the symbol is rearranged in the reel symbol M1, it is a generic concept of a specific symbol and a normal symbol. The specific symbol is added to the normal symbol as required. For example, the specific symbols include a wild symbol and a trigger symbol. The wild symbol is a symbol that can be substituted as a symbol 501 of any kind. The trigger symbol is a symbol that serves as a trigger of starting execution of at least a bonus game. For example, in the embodiment, “BLUE 7” is a kind of trigger symbol. In addition, the trigger symbol may be a trigger of increasing a specific symbol in a bonus game, i.e., increasing at least one specific symbol of the trigger symbol and the wild symbol. Further, the trigger symbol may be a trigger of increasing the number of bonus games in a bonus game.

A word “gaming value” used herein designates a coin, a bill, or electrical valid information equivalent thereto. The gaming value in the present invention is not limited in particular, and may be a gaming medium such as a medal, token, electronic money, or a ticket. The ticket is not limited in particular, and may be a barcode-attached ticket or the like to be described later, for example.

A word “bonus game” used herein is synonym for a word “feature game”. While the bonus game in the embodiment is described as a game to be played by repeating a free game, the bonus game may be any kind of game as long as a game playing state that is more advantageous than that in a normal game is established. This bonus game may be employed together with another bonus game as long as a game playing state that is advantageous for a player, i.e., a game playing state that is more advantageous than that in a normal game is established. For example, the bonus game may be realized in each of various states such as a state in which more gaming values than in a normal game can be acquired, a state in which gaming values can be acquired at a higher probability than that in a normal game, or a state in which less gaming values than in a normal game are consumed, or alternatively, a combination of these states.

A word “free game” used herein designates a game in which less betting of gaming values than in a normal game can be executed. A word “less betting of gaming values can be executed” includes a case in which the number of bets is “0”. Therefore, the “free game” is a game that is executed without establishment of a condition for betting a gaming value, and is adapted to pay gaming values whose amount is in accordance with the rearranged symbols 501. In other words, the “free game” may be a game to be started without presupposition of consumption of a gaming value. In contrast, a word “normal game” used here designates a game that is executed on a condition for betting a gaming value, and is adapted to pay gaming values whose amount is in accordance with the rearranged symbols 501. In other words, the “normal game” is a game to be started on the presupposition of consumption of a gaming value.

A word “rearrangement” used here designates a state in which symbols 501 are rearranged after arrangement of the symbols 501 has been released. A word “arrangement” designates a state in which symbols 501 can be visually checked by means of an external player.

A word “normal prize according to rearranged symbols 501” designates a normal prize that corresponds to a winning combination of rearranged symbols. In addition, a word “bonus prize according to rearranged symbols 501” designates a bonus prize that corresponds to a winning combination of rearranged symbols. A word “winning combination” used herein designates a combination of establishing a prize. In addition, the word “winning combination” also designates an arrangement or a combination of symbols establishing a prize.

A “condition for establishing a payout rate that is greater than that in a normal game”, includes execution of a free game or execution of a game of a game with an increase of a wild symbol or a trigger symbol or with the use of a symbol substitution table and the like. In addition, a base game, when a rescue start condition is established, rescue processing may be executed.

A word “rescue processing” used herein designates a processing operation for saving a player. For example, rescue processing operations include execution of a free game, execution of a game with an increase of a wild symbol or a trigger symbol or with the use of a symbol substitution table, and awarding an insurance prize or the like.

A “rescue start condition” includes: a state of excessive continuation of normal game, i.e., a state in which normal game has been repeated over a predetermined number of times; or a case of excessively small amount of acquired prizes, i.e., a case in which a predetermined value or more of normal prize or bonus prize has been acquired when a same player has repeated a game over a predetermined number of times or more. A word “rescue processing” designates a processing operation for saving a player. For example, the rescue processing operations include: execution of a free game; execution of a game with an increase of a wild symbol or a trigger symbol or with the use of a symbol substitution table; and awarding an insurance prize or the like.

In addition, the gaming machine 300 further has a common display device 700 that is provided at a position visually recognizable from operation positions of all of the slot machines 10, and the center controller 200 may cause the common display device 700 to display a state that is established until a common game start condition has been established. A word “operating position” used herein designates a player's eye position for operating a slot machine 10. According to the gaming machine 300 having this configuration, the state that is established until the common game start condition has been established is displayed on the common display device 700 to thereby enable each player to predict a waiting time required until the common game has been started.

(Functional Flow of Gaming Machine 300: Slot Machine)

The gaming machine 300 that is configured as described above has a slot machine 10 and an external control device 621 (a center controller 200) that is connected to the slot machine 10 to enable data communication. The external control device 621 is connected to a plurality of slot machines 10 that are installed in a hall to enable data communication.

Each slot machine 10 has a BET button 601, a spin button 602, and a display 614, and has a game controller 100 configured to control each of these constituent elements. The BET button 601 and the spin button 602 each are one kind of input device. Further, each slot machine 10 has a transmitting/receiving portion 652 that enables data communication with the external control device 621.

The BET button 601 described above has a function of accepting a BET amount by means of a player operation. The spin button 602 has a function of accepting a player operation, i.e., accepting start of a game such as a normal game by means of a start operation. The display 614 has: a function of displaying still image information such as a variety of symbols 501, numeric values, or signs; and mobile image information such as a rendering image. The display 614 has a symbol display region 614 a, an image display region 614 b, and a common game display region 614 c.

The symbol display region 614 a has a reel device M1, and displays symbols 501 of FIG. 1. The image display region 614 b displays a variety of image information on rendering that is executed during the progress of a game by means of a mobile image or a still image. The common game display region 614 c is a region adapted to display a common game such as a jackpot game, for example.

The game controller 100 has a coin insertion/start check portion 603, a normal game executing portion 605, a bonus game start determining portion 606, a bonus game executing portion 607, a random numeric value extracting portion 615, a symbol determining portion 612, a rendering random numeric value extracting portion 616, a rendering content determining portion 613, a speaker portion 617, a lamp portion 618, a winning prize determining portion 619, and a payout portion 620.

The normal game executing portion 605 has a function of executing a normal game on a condition that operation of the BET button 601 is made. The bonus game start determining portion 606 determines whether or not to execute a bonus game, based on a combination of symbols 501 that have been rearranged in a normal game. That is, the bonus game start determining portion 606 has a function of determining that a player has won a bonus game when trigger symbols have been rearranged under a predetermined condition and then causing the routine to migrate to the bonus game executing portion 607 so as to execute a bonus game from a next unit game.

A word “unit game” designates a series of operation from start of acceptance of BET to a state in which a winning prize is established. For example, a unit game in a normal game designates a state including a respective one of a BET time for accepting a BET, a game time for rearranging stopped symbols 501, and a payout time for payout processing to award a prize. The unit game in a normal game is referred to as a unit normal game. In addition, a unit game may be a game from when a player has operated the BET button 601 or the spin button 602 to when a prize is determined after symbols have been rearranged. In a case where a game can be started without operating the BET button 601, such as in the case of a free game, it is preferable that a time point at which a player has operated the spin button 602 be a time point of starting a unit game.

The bonus game executing portion 607 has a function of executing a bonus game in which a free game is repeated by a plural number of games by means of only operation of the spin button 602.

The bonus game executing portion 612 has: a function of determining symbols 501 targeted to be rearranged, with the use of random numeric value values from the random numeric value extracting portion 615; a function of rearranging the determined symbols 501 in the symbol display region 614 a of the display 614; a function of outputting rearrangement information on the symbols 501 to a winning prize determining portion 619; and a function of outputting a rendering specifying signal to the rendering random numeric value extracting portion 616, based on a state of rearrangement of the symbols 501.

The rendering random numeric value extracting portion 616 has: a function of extracting a rendering random numeric value in a case where a rendering command signal has been received from the symbol determining portion 612; and a function of outputting the rendering random numeric value to the rendering content determining portion 613. The rendering content determining portion 613 has: a function of determining the contents of rendering with the use of the rendering random numeric value; a function of outputting the determined contents of rendering to the image display region 614 b of the display 614; and a function of outputting voice/light emission information on the determined contents of rendering to the speaker portion 617 and the lamp portion 618.

The winning prize determining portion 619 has: a function of determining the presence or absence of a winning prize in a case where rearrangement information on symbols 501 has been obtained as a display state in which symbols have been rearranged in the display 614; a function of computing a payout amount based on a winning combination when a winning prize has been determined; and a function of outputting a payout signal that is based on the payout amount to the payout portion 620. The payout portion 620 has a function of paying out a gaming value to a player in a mode of a coin, a medal, or a credit and the like. In addition, the payout portion 620 has a function of adding credit data according to a credit to be paid out to credit data that is stored in an IC card 500 inserted into a PTS terminal 700 to be described later,

Further, the game controller 100 has a storage portion configured to store a variety of BET amount data, although not shown. The storage portion is a device configured to store data contained in a hard disk unit or a memory in a rewritable manner.

Further, the game controller 100 has a common game executing portion 653. The common game executing portion 653 has: a function of outputting BET amount information that is based on a BET amount betted in a normal game to the external control device 621 every time unit base game is played; a function of executing a common game by means of a game start command from the external control device 621; and a function of accepting a BET input by means of the BET button 601 as to a BET amount that corresponds to data on a BET amount data for common game that can be betted in a common game.

Furthermore, the game controller 100 is connected to the PTS terminal 700. The PTS terminal 700 is a unit in which an LCD 719, microphones 704 and 705, and human body detecting cameras 712 and 713 or the like are integrated with each other. and has a function of communicating with the game controller 100 to thereby perform rendering of a game, for example. In particular, a card insertion slot 706 is provided in the PTS terminal 700 so as to be able to insert an IC card 500. In this manner, a player inserts the IC card 500 into the card insertion slot 706 to thereby able to use a credit that is stored in the IC card 500 at a slot machine 10. A mechanical configuration of the PTS terminal 700 will be described later.

Moreover, the game controller 100 updates credit display of the display 614 when the credit controller has received credit data from the PTS terminal 700. Further, the game controller 100 outputs liquidation credit data to the PTS terminal 700 in a case where a game liquidation has occurred.

In addition, the PTS terminal 700 included in a respective one of a plurality of slot machines 10 configuring a gaming machine 300 is connected to a management server 800 to enable communication therewith, and integrally performs image downloading or management of IC card 500 or credit.

Further, a slot machine 10 enables a reel setting device 635 to be connected thereto via a transmitting/receiving portion 652. The reel setting device 635 has a function as an external operating means for outputting an operation command signal by means of an external operation. As the reel setting device 635, a personal computer of FIG. 1 is exemplified in addition to an exclusive setting device.

For example, in a case where the reel setting device 635 is a personal computer, an operation command signal can be output with a timing when an operation of a specific key such as an enter key has been made. In this manner, an operator who provides setting of the reel device M1 can output an operation command signal by means of a key operation while checking an operating procedure on a display screen of the personal computer.

In addition, the reel setting device 635 may be a reel setting enabling member such as a USB memory that can be removably mounted on the transmitting/receiving portion 652 or may be a variety of buttons such as a BET button 601 that is provided in a slot machine 10. In this case, when the reel setting enabling member is connected to the transmitting/receiving portion 652, the slot machine 10 itself serves as a part of the reel setting device 635. Then, the operator who providing setting of the reel device M1 can output an operation command signal by means of operation of an operating button while checking an operating procedure that is displayed in the image display region 614 b or the like in the display 614 of the slot machine 10.

Further, each slot machine 10 has a reel control portion 631, a reel setting portion 632, a reel setting storage portion 633, and a magnetic force detecting portion 630. The magnetic force detecting portion 630 has a function of detecting a magnetic force in an external magnetic field to thereby output a magnetic force detection signal. The reel setting storage portion 633 stores a variety of data required for reel setting such as a magnetic force detection value included in a magnetic force detection signal that has been continuously detected together with rotation of the reel M3. The reel control portion 631 has a function of controlling the reel device M1 so as to rearrange symbols 501 in a predetermined arrangement state, based on a magnetic force detection signal and the arrangement position of the symbols 501.

The reel setting portion 632 has a function of associating a magnetic force detection signal and the arrangement position of the symbols 501 with each other. Specifically, the reel setting portion 632 has a function of acquiring a magnetic force detection value of a magnetic force detecting signal as being a magnetic force value in a reel origin position, with a timing of outputting an operation command signal. In this manner, the operation command signal is output by means of an external operation, so that predetermined symbols 501 can be positioned in a predetermined location (an origin position) of the reel M3 by providing a setting work of operating the reel setting device 635 with a timing with which a predetermined arrangement state is established while the operator visually checks an arrangement state of the symbols 501. As a result, the reel setting portion 632 enables a work of setting a positional relationship between a symbol 501 and a reel M3 to be easily started by means of an operation of the reel setting device 635.

(Functional Flow of Gaming Machine 300: External Control Device)

The gaming machine 300 configured as described above is connected to an external control device 621. The external control device 621 has a function of remotely operating and remotely monitoring an operating state of each slot machine 10 or a processing operation such as changing a variety of game setting values. Further, the external control device 621 has a function of determining a common game start condition for each game terminal and then executing a common game in a plurality of slot machines 10 when a determination result satisfying the common game start condition has been obtained in any of the game terminals.

In a detailed description, the external control device 621 has a common game start portion 6213, a game terminal selecting portion 6215, and a transmitting/receiving portion 6217 (not shown). The common game start determining portion 6213 has: a function of determining whether or not a common game start condition is established, based on a cumulative value of bet amount information that is transmitted from a slot machine 10 in each base game; a function of outputting a game start command to a plurality of slot machine 10; and a function of displaying a state that is established until the common game start condition has been established on the common display device 700.

Determination of whether or not the common game start condition is established may be made based on all of the cumulative values that are obtained by repetition of a unit base game as well as based on a cumulative value of bet amount information. For example, the number of base games or a base game playing time and the like may be a cumulative value.

Further, the common game start portion 6213 has a function of outputting a game start command to a slot machine 10 in which a cumulative value increasing due to repetition of a base game satisfies a game execution condition. In this manner, the common game start portion 6213 enables a player to have a consciousness to actively repeat a base game because a qualification to participate in a common game is not provided to a slot machine 10 whose cumulative value is less than a minimum setting value.

Further, the common game start portion 6213 has a function of monitoring a non-input time during which no start operation is made and then outputting a game start command to slot machines 10 other than a slot machine 10 whose non-input time is more than a timeout time. In this manner, the common game start portion 6213 is capable of determining that a player is absent as to a slot machine 10 in which no base game is executed over a timeout time or more, and is capable of avoiding execution of a common game for such a slot machine 10.

The game terminal selecting portion 6215 has a function of selecting a specific slot machine 10 from among a plurality of slot machines 10 and then outputting a common game start command signal to the specific slot machine 10. The transmitting/receiving portion 6217 has a function enabling transmission/reception of data to/from the slot machine 10.

<<Functional Flow of Game>>

FIG. 3 is a flowchart showing a functional flow of a game in a gaming machine according to the embodiment.

A player operates a start button, whereby a unit game is started. Next, winning determination processing is executed (step SF311) and then kinds of symbols to be rearranged are determined. After that, reels start rotation, movement of symbols is started, and then a unit game in a basic game starts. After that, the reels are controlled to be stopped (step SF313) and then symbols having been determined by means of winning determination processing are rearranged.

In a basic game of the embodiment, when five reels have stopped (when symbols, (for example, scatter symbols) have been rearranged), five or more bonus symbols are displayed in a stopped state, whereby a condition for the routine to migrate to a bonus game is established.

In a gaming machine of the embodiment, when five reels have stopped, a maximum of ten bonus symbols can be displayed in a stopped state. Zero to two bonus symbols are displayed in a stopped state as to one reel. That is, when symbols have been rearranged, there is a case where no bonus symbol is displayed in a stopped state as to one reel, in a case where one bonus symbol is displayed in a stopped state, or in a case where two bonus symbols are displayed in a stopped state. In a case where two bonus symbols are displayed in a stopped state as to all of the five reels, ten bonus symbols are displayed in a stopped state.

Among the five reels, wild symbols are arranged on at least a second reel and a fourth reel. As described above, a wild symbol is a symbol that can be substituted as a symbol of any kind, and is also referred to as an almighty symbol. That is, a wild symbol is a symbol having a function enabling substitution into any of the symbols used in a gaming machine, and in particular, is a symbol that can be substituted so that a game result is advantageous to a player. In the gaming machine of the embodiment, when a wild symbol has been rearranged, a prize is increased twice as usual as to one wild symbol. Wild symbols may be arranged on all of the five reels. Reels on which wild symbols are to be arranged may be determined as required.

After arrangement of predetermined symbols has been determined by means of winning determination processing, when the symbols are rearranged, a small hit is established (step SF315), a predetermined prize is awarded, and a unit game in a basic game completes.

As described above, in a case where a (bonus-in) condition for the routine to migrate to a bonus game when five reels have stopped, the routine migrates to the bonus game.

After the routine has migrated to the bonus game, roulette lottery is performed (step SF317). By means of the roulette lottery, a magnification relative to one bonus symbol is determined by way of winning determination processing (step SF319). When roulette lottery starts, a roulette image displayed on an upper image display panel 131 is displayed in an enlarged manner and then a game in which a magnification is determined by means of lottery is executed in such a manner that a lamp has lit.

As the more bonus symbols when a bonus-in condition has been established are, the more times of roulette lottery can be performed. For example, five bonus symbols are arranged, one roulette lottery is performed, or alternatively, when ten bonus symbols are arranged, ten times of roulette lottery are performed. For example, when a magnification is determined to be 50 in a first time in roulette lottery and then a magnification is determined to be 50 in a second time in roulette lottery, the magnification is determined to be 50+50=100. When two or more times of roulette lottery are performed, a magnification other than a predetermined one is determined by means of lottery.

A magnification determined by means of roulette lottery is used every time a bonus symbols stops in a free game to be described later and then a prize is determined.

Next, a free game is performed (step SF321), and when a bonus symbol is displayed in a stopped state, a magnification determined by means of roulette lottery is determined as to one bonus symbol (step SF323). For example, when four bonus symbols have been displayed in a stopped state in a free game, four bonus symbols are multiplied for the abovementioned magnification 100 and then 100×4=400 are determined as a prize.

In addition, when five or more bonus symbols have been displayed in a stopped state in a free game, retrigger is established in addition to a prize. When retrigger is established, at least one roulette lottery can be performed again (step SF325) and then a magnification is determined again (step SF327).

When retrigger has been established, additional five free games can be further performed. When roulette lottery is performed by means of retrigger, a magnification is further added. The number of times of roulette lottery increases in accordance with the number of bonus symbols that are displayed in a stopped state in a free game.

In addition, a full rotation slow rendering in which all of the five reels spin slowly may be occasionally determined in accordance with a result of the winning determination processing in step SF311 described above (step SF313). If a predetermined character is displayed on the upper image display panel 131 while the reels spin, reel rotation gradually slows down and then symbols with a high prize or bonus symbols are gradually rearranged. The longer time the reels spin slowly, the more symbols are gradually rearranged.

(Entire Configuration of Game System)

A game system 350 that includes gaming machines 300 having the respective functions described above will be described hereinafter.

As shown in FIG. 4, the game system 350 includes a plurality of slot machines 10 and an external control device 621 that is connected to each of the slot machines 10 via a communication line 301.

The external control device 621 is configured to control a plurality of slot machines 10. In the embodiment, the external control device 621 is a so called hall server that is installed in a gaming facility having a plurality of slot machines 10. Each of the slot machines 10 has its own identification number assigned thereto, and the external control device 621 determines a source of data to be transmitted from each of the slot machines 10, in accordance with the assigned identification number. In addition, in a case where data is transmitted from the external control device 621 to a slot machine 10 as well, a transmission destination is specified with the use of the assigned identification number.

The game system 350 may be constructed in one gaming facility that is capable of performing a variety of games, such as a casino, or may be constructed across a plurality of gaming facilities. In a case where the game system 350 is constructed in one gaming facility, the game system may be constructed every floor or every section in the gaming facility. The communication line 301 may be wired or wireless, and a leased line or a switched line and the like can be employed.

As shown in FIG. 5, the game system is divided into three sections, i.e. a management server block, a customer terminal block, and a staff terminal block. The management server block has a casino hall server 850, a money exchange server 860, a casino/hotel staff management server 870, and a download server 880.

The casino hall sever 850 is a server configured to manage an entire casino hall in which slot machines 10 have been installed. The money exchange server 860 is a server configured to prepare money exchange rate data based on money exchange information. The casino/hotel staff management server 870 is a server configured to manage staffs in a casino hall or a hotel associated with the casino hall. The download server 880 is a server configured to download information relating to games or the latest information such as news and then broadcast the downloaded information to players through the PTS terminals 700 of a variety of slot machines 10.

In addition, the management server block has a member management server 810, an IC card & money management server 820, a megabucks server 830, and an image server 840.

The member management server 810 is a server configured to manage members information on a player who plays a game at a slot machine 10. The IC card & money management server 820 is a server configured to manage an IC card 500 used in a slot machine 10. Specifically, the IC card & money management server 820 is a server configured to store fraction money data to be associated with an identification code or to output the fraction money data to the PTS terminal 700. The IC card & money management server 820 is also configured to prepare and manage denomination data or the like. The megabucks server 830 is a server configured to manage megabucks serving as games in which a total amount of betted money in a plurality of slot machines 10 installed in a plurality of casino hall is determined as a prize. The image server 840 is a server configured to download an image relating to a game or a latest image such as news, for example, and then, broadcast the downloaded image to players through the PTS terminal 700 of a variety of slot machines 10.

The customer terminal block has a slot machine 10, a PTS terminal 700, and a liquidation machine 750. The PTS terminal 700 can be mounted on the slot machine 10 and can communicate with the management server 800. The liquidation machine 750 is a machine configured to cash out and liquidate money data that is stored in an IC card 500 that a player owns or to store a coin or a bill as money data in the IC card 500.

The staff terminal block has a staff management terminal 900 and a member card issuing terminal 950. The staff management terminal 900 is a terminal for staffs in a casino hall to manage a variety of slot machines 10. In particular, in the case of the embodiment, the staffs in a casino hall manage whether too many IC cards 500 are stocked in the PTS terminal 700 or the number of IC cards 500 is insufficient. The member card issuing terminal 950 is a terminal for a player who plays a game in a casino hall to use when issuing a member card.

(PTS Terminal 700)

A PTS terminal 700, as shown in FIG. 6, is incorporated in a PTS system. The PTS terminal 700 that is mounted on a slot machine 10 is connected to a game controller 100 and a bill validator controller 890 of the slot machine 10 to enable communication therewith.

The PTS terminal 700 performs rendering of a game by means of sound or image and the like or updating of credit data in communication with the game controller 100. In addition, the PTS terminal 700 transmits credit data required for liquidation in communication with the bill validator controller 890.

In addition, the PTS terminal 700 is connected to a management server 800 to enable communication therewith. The PTS terminal 700 communicates with the management server 800 between two lines, .i.e., between a general communication line and an additional function communication line.

The PTS terminal 700 makes communication of data such as money data or identification code data or members information on players, for example, in the general communication line. On the other hand, the PTS terminal 700 makes communication relating to functions to be newly added in the additional function communication line. In the case of the embodiment, the PTS terminal 700 makes communication relating to an exchange function, an IC card function, a biological authentication function, a camera function, or an RFID (Radio Frequency IDentification) function serving as a function of making solid identification with the use of radio waves.

(Mechanical Configuration of Slot Machine)

An entire structure of a slot machine 10 will be described with reference to FIG. 7.

In the slot machine 10, a coin, a bill or electronic variable information equivalent thereto is employed as a gaming medium. In particular, in the embodiment, credit-related data such as money data, stored in an IC card 500, is employed.

The slot machine 10 includes a cabinet 11, a top box 12 that is installed at an upper side of the cabinet 11; and a main door 13 that is provided on a front face of the cabinet 11.

A reel M1 is provided on the main door 13. A reel cover 134 is provided on a front face of the reel M1. The reel cover 134 has a transparent liquid crystal panel or a transparent panel. In addition, the reel cover 134 may include a touch panel. The reel cover 134 has a display window 150 at a center part of the cover. The display window 150 is capable of visually recognizing twenty symbols 501 in five columns and four lines from the outside. Four symbols 501 in each column are a part of symbol groups that are arrange on an outer circumferential face of the reel M3. Each reel M3 is movably displayed in a downward direction or in an upward direction while four symbols 501 entirely change a speed, thereby enabling the symbols 501 that are displayed in each symbol 501 to be rearranged in a stopped manner after these symbols have been rotated in a vertical direction.

The number of symbols to be redisplayed on the display window 150 is not limited to the example described above. A third embodiment to bee described later shows a case in which a total of fifteen symbols 501 in five columns and three lines are displayed in a stopped state and then are rearranged so as to be visually recognizable from the outside on the display window 150.

At a left end part and at a right end part of the display window 150, two pay line generation columns are arranged horizontally symmetrically. Among them, a pay line generation column at the left end part, which is arranged at a left side viewed from a player side has 25 pay line generating portions. In addition, a pay line generating column at the right end part, which is arranged at a right side, has 25 pay line generating portions.

The pay line generating portion at the left side part forms a pair with either one of the pay lines generating portions at the right end part. From each of the pay line generating portions at the left end part, a pay line which is a line oriented to a pay line generating portion at the end part in relationship with a pair with such each pay line generation portion is specified in advance. A total of 25 pay lines are specified.

The pay lines described above are activated by connecting the pay line generating portions at the left end part and at the right end part to each other. In other cases, these pay lines are deactivated. A valid number of pay lines is determined based on a BET amount. In the case of MAX BET that is a maximum BET amount, a maximum number of 25 pay lines is activated. The activated pay lines are configured to establish a variety of winning combinations as to each symbol 501. A detailed description of the winning combinations will be given later. An activated pay line is also referred to as a winning line.

While the embodiment describes a case in which a slot machine 10 includes a reel device M1 of a mechanical reel system, the slot machine 10 of the present invention may be the one in which a video reel system and a mechanism reel system for displaying pseudo reels are caused to coexist. In addition, a touch panel may be provided on the reel cover 134. In this case, a player can input a variety of commands by operating the touch panel. An input signal from the touch panel is transmitted to a main CPU 71.

A control panel 30 is disposed at a lower part of the reel device M1. The control panel 30 includes a variety of buttons, a coin entry 21 configured to accept a coin in a cabinet 11, and a bill entry 22.

Specifically, the control panel 30, as shown in FIG. 8, includes: a reserve button 31, a collect button 32, and a game rule button 33 that are disposed at an upper stage in a left side region toward the panel; 1-BET button 34, a 2-BETS button 35, 3-BETS button 37, a 5-BETS button 38, and 10-BETS button 39 that are disposed at a middle stage in a left side region; and a PLAY 2 LINES button 40, a PLAY 10 LINES button 41, a PLAY 20 LINES button 42, a PLAY 40 LINES button 43, and a MAX LINES button 44 that are disposed at a lower stage in a left side region.

Further, the control panel 30 includes: a coin entry 21 and a bill entry 22 that are disposed at an upper stage in a right side region toward the panel; and a gamble button 45 and a start button 46 that are disposed at a lower stage in a left side region.

The reserve button 31 described above is an operating button to be employed when a player wants to leave a seat or when a player wants to request the staffs in a gaming facility to exchange money. The collect button 32 is a so called liquidation button configured to add the credit data relating to credits obtained in a variety of games to the credit data that is stored in the IC card 500 inserted into the PTS terminal 700. The game rule button 33 is a button to be depressed in a case where a game operation method or the like is unclear, and when the game rule button 33 is depressed, a variety of help information is displayed on an upper image display panel 131 to be described later.

The 1-BET button 34 is a button to be employed when player currently owned credits are betted on a one-by-one basis for each winning pay line every time the button is depressed. The 2-BETS button 35 is a button for starting a game in 2 BETS for each winning pay line. In addition, the 3-BETS button 37 is a button for starting a game by placing 3 BETS for each winning pay line. Further, the 5-BETS button 38 is a button for starting a game by placing 5 BETS for each winning pay line. Furthermore, the 10-BETS button 39 is a button for starting a game by placing 10 BETS for each winning pay line. Therefore, the number of BETS to be betted for each winning pay line is determined by depressing any one of the 1-BET button 34, the 2-BETS button 35, the 3-BETS button 37, the 5-BETS button 38, and the 10-BETS button 39.

The PLAY 2 LINES button 40 is a button configured to activate pay lines by pressing it. In this manner, two pay lines are activated. The PLAY 10 LINES button 41 is a button configured to activate pay lines by pressing it. In this manner, 10 pay lines are activated. The PLAY 20 LINES button 42 is a button configured to activate pay lines by pressing it. In this manner, 20 pay lines are activated. The PLAY 40 LINES button 43 is a button configured to activate pay lines by pressing it. In this manner, 40 pay lines are activated. Further the MAX LINES button 44 is a button configured to activate pay lines by pressing it. In this manner, a maximum of 50 pay lines are activated.

The gamble button 45 is an operating button to be employed when the routine is caused to migrate to a gamble game after a bonus game has completed, for example. The gamble game used herein is a game to be played by using acquired credits.

The start button 46 is a button to be employed when scrolling of symbols 501 is started. In addition, this start button 46 also functions as a button for starting a bonus game or adding the prize acquired in the bonus game to the credits. The coin entry 21 is configured to accept a coin in the cabinet 11. The bill entry 22 is configured to validate whether an entered bill is legitimate or not and to accept a legitimate bill in the cabinet 11.

As shown in FIG. 7, a coin acceptance inlet 18 for accepting a coin and a belly glass 132 on which a character or the like of a slot machine 10 is drawn are provided on a lower front face of the main door 13, i.e., at a lower side of the control panel 30.

An upper image display panel 131 is provided on a front face of the top box 12. The upper image display panel 131 is made of a liquid crystal panel, and configures a display. The upper image display panel 131 displays an image relating to rendering or an image indicating an introduction of the contents of a game or a rule of the game. In addition, a speaker 112 and a lamp 111 are provided on the top box 12. In a slot machine 10, rendering is executed by means of image display, sound output, and light output.

A data display 174 and a keypad 173 are provided at a lower side of the upper image display panel 131. The data display 174 is made of a fluorescent display or an LED, and is configured to display members data read from the IC card 500 that is inserted from the PTS terminal 700, for example, or data input by a player via the keypad 173. The keypad 173 is configured to input data.

An expectation value meter 160 is provided at an upper part of the display window 150. The expectation value meter 160 is made of an opening 162 and a backlight 164 (not shown). The opening 162 is a through hole formed in the reel cover 134. The opening 162 has a length that is substantially equal to a width of the display window 150. The backlight 164 is made of a full-color LED (Light Emitting Diode). The backlight 164 is provided along the opening 162 on a rear face of the reel cover 134. In accordance with a color of light emitted from the full-color LED or a region in which light is to be emitted, a degree of expectation indicating a possibility that a unit game is advantageous can be indicated for a player. In a case where the full-color LED is made of a plurality of LED elements, a region in which light is to be emitted can be determined by changing the number of LED elements configured to emit light.

While the example described above showed a case in which the expectation value meter 160 is made of the opening 162, a region having its transparency, which is formed on the reel cover 134, for example, a transparent region may be provided in place of the opening 162. The region having its transparency, like the opening 162, is formed in an elongated shape in a horizontal direction, and has a length that is substantially equal to the width of the display window 150. The backlight 164 is provided on a rear face of the region having its transparency, whereby the expectation value meter 160 can be configured.

The degree of expectation may be information indicating a possibility that a unit game is advantageous. For example, the degree of expectation includes an expectation value indicating a possibility of winning a prize such as a bonus. In the case of the expectation value, if a probability of winning a prize such as a bonus is 1/300, a winning possibility becomes higher as the number of unit games continuously failing to win a prize is close to 300 times. A color of light to be emitted or a light emitting region may be determined by computing an expectation value from the number of unit games continuously failing to win a prize and a probability of winning a prize. If the expectation value is high, a region in which light is to be emitted by means of an LED is increased, or alternatively, if the expectation value is low, a region in which light is to be emitted by means of an LED is decreased. By doing his, the expectation value can be visually recognized by a player immediately.

In addition, an expectation value indicating a possibility of winning a small hit combination as well as a bonus may be employed as a degree of expectation. Further, the expectation value is different depending on a kind of bonus or a kind of small hit combination; and therefore, it is preferable to change a color of light emission in accordance with a kind of bonus or a kind of small hit combination. In this way, in a case where the degree of expectation indicates an expectation value for a variety of bonuses or a small hit combination, the expectation value meter 160 may cause an LED to emit light so as to indicate expectation values of all kinds. Alternatively, one of plural kinds of bonuses or plural kinds of small hit combinations may be sequentially indicated by means of the expectation value meter 160 in each unit game. By doing this, a player can be given a motivation to repeatedly play a unit game in order to acquire an expectation value.

Further, the degree of expectation may be information relating to a prize that a player can acquire. A prize which can be awarded by a player continuously playing a unit game may be computed based on a prize to be awarded every time a winning prize is obtained and a probability of winning a prize or the like. In this case, information relating to a prize that can be awarded by winning a prize such as a bonus can be employed. In addition, there may be a prize that can be awarded by a bonus or a prize that can be awarded by a small hit combination. These prizes can be indicated for a player by means of a color of the light that is emitted by an LED or a region in which light is to be emitted.

(Mechanical Configuration of PTS Terminal)

The PTS terminal 700 is mounted between the reel device M1 and the control panel 30. The PTS terminal 700 includes an LCD 719, as shown in FIG. 9. The LCD 719 is disposed at a center part of the PTS terminal 700. The LCD 719 is configured to display a rendering image for rendering a game, for example.

Human body detecting cameras 712 and 713, microphones 704 and 705, and bass reflection type (bass reflex type) speakers 707 and 708 are disposed at an upper part of the PTS terminal 700.

The human body detecting cameras 712 and 713 are configured to detect the presence or absence of a player by means of a camera function and then output a signal to a unit controller 730 to be described later. The microphones 704 and 705 are used for a player to participate in a game by means of voice or to authenticate a player by means of voice recognition. The speakers 707 and 708 are configured to perform rendering of a game by means of voice and to output a broadcasting sound caused by a failure to remove an IC card 500. Further, the speakers 707 and 708 are configured to output a broadcasting sound in a case where authentication of an inserted IC card 500 has failed as well. The speakers 707 and 708 are installed so as to listen to a sound via a duct from a back side of the LCD 719 in a stereoscopic manner on a front side (on a player side), and can be installed in a space reduction manner.

In addition, an LED 709 and a card insertion slot 706 are provided in the PTS terminal 700. The LED 709 is configured to broadcast a remaining number of IC cards 500 having been stacked in a card stacker 714 to be described later. Specifically, in a case where the remaining number of IC cars 500 is 5 or less, the LED 709 lights in yellow, in a case where the remaining number is 6 to 24, the LED 709 lights in blue, or alternatively, in a case where the remaining number is 25 or more, the LED 709 lights in green. In a case where the remaining number of IC cards 500 is 0 or 30, the LED 709 lights in gray and a game being executed is stopped. In this manner, for example, in a case where the LED 709 lights in yellow, the staff in a casino hall immediately determines that the remaining number of IC cards 500 is small and then IC cards 500 can be refilled. On the other hand, for example, in a case where the LED 709 lights in green, the staff in a casino hall immediately determine that the remaining number of IC cards is full and then IC cards 500 can be removed. In a case where IC cards 500 are supplied, these cards can be supplied by inserting the IC cards 500 that are owned by only the respective staffs through a card insertion slot 706. On the other hand, in a case where IC cards 500 are removed, one card called a refill card is inserted through the card insertion slot 706, whereby ten IC cards 500 are ejected together with the refill card. In this manner, there is no need for the staffs to check the remaining number of IC cards 500 in each slot machine 10 on a management server or to check the remaining number by actually opening the main door 13 of such each slot machine 10, thus resulting in improvement of security.

The card insertion slot 706 has a mechanism that is capable of inserting or removing an IC card 500. The IC card 500 is inserted so that a display portion 510 is upward and so that the card is oriented in opposite to the card insertion slot 706. In addition, while the IC card 500 is completely inserted while a player plays a game, the card is ejected so that the display portion 510 is exposed at the time of liquidation. In this manner, the player can check a credit-related data such as updated money data. Further, the IC card 500 may be retained so that the display portion 510 is exposed while the card is not completely inserted even while the player plays a game. In this manner, the player can always check how credits are updated while in the play of a game. At the time of credit liquidation, In a case where it is detected that no player exists with the use of the human body detecting cameras 712 and 713, the IC card 500 is pulled to the inside so as to be stacked in the card stacker 714. In this manner, for example, even in a case where a player having checked that the remaining number of credits is small by means of the display portion 510 leaves his or her seat while leaving the IC card 500 intentionally, the IC card 500 is never inserted for a long period of time. In the case of the embodiment, the card stacker 714 can stack up to 30 cards.

As described above, the PTS terminal 700 of the embodiment realizes space reduction because a variety of devices having a microphone function, a camera function, a speaker function, and a display function or the like integrally formed one unit. In this manner, for example, the respective functions are installed solely, whereby there never occurs an inconvenience that a speaker cannot be installed toward a player if an LCD is oriented to the player.

(Reel Device M1)

The reel device M1 included in a slot machine 10, as shown in FIG. 10 and FIG. 11, has: a reel unit M11 configured to rearrange symbols 501 by rotationally driving a reel M3 having the symbols 501 arranged on an outer circumferential face thereat and a reel unit retaining mechanism M12 configured to removably retain the reel unit M11. In the following description, in a case where a setting location of the reel unit M11 is specified, this reel unit is referred to as first to fifth reel units M11 a to M11 e in sequential order from a left end when it is viewed from a front side.

(Reel Unit Retaining Mechanism M12)

The reel unit retaining mechanism M12, as shown in FIG. 12, has: a reel unit support plate M121 that is capable of being mounted on the cabinet 11 (a casing) of a slot machine 10; and a slide retaining mechanism M122 that is provided on the reel unit support plate M121 and is configured to retain the reel unit M11 to be slidably movable relative to a front face side of the cabinet 11. In this manner, the reel device M1 can be mounted and removed by means of the slide retaining mechanism M122 merely by sliding the reel unit M11 relative to the reel unit support plate M121 if the reel unit support plate M121 is mounted on the cabinet 11 of the slot machine 10; and therefore, a process such as screw tightening, which has been conventionally performed, can be eliminated.

(Reel Unit Retaining Mechanism M12: Reel Unit Support Plate M121)

In a more specific description, the reel unit retaining mechanism M12 has a flat reel unit support plate M121. The reel unit support plate M121 has: a rectangular flat plate portion M1211 that is horizontally disposed; a front face bent portion M1212 that is bent downward from a front end edge of the flat plate portion M1211; and a rear face bent portion M1213 that is bent upward from a rear end edge of the flat plate portion M1211. The front face bent portion M1212 and the rear face bent portion M1213 are configured to hardly deform the reel unit support plate M121 relative to a weight when the reel unit M11 is retained.

A word “font end edge” used here designates one edge on a front face side of a slot machine 10. On the other word, a word “rear end edge” used here designates one edge of a rear face side of a slot machine 10. In the embodiment, a side at which a player who plays a game at this slot machine 10 is positioned while the slot machine 10 is defined as a reference position is referred to as a front side, a front direction, or a front face side, and a back direction relative to the front side is referred to as a rear side. In addition, a direction in which the slot machine 10 and the player passes is referred to as a forward/backward direction, and a horizontal direction orthogonal to the forward/backward direction is referred to as a transverse direction.

As shown in FIG. 13, on a top face of the flat plate portion M1211, a connector support member M1214 is provided in a transverse direction (in a widthwise direction). The connector support member M1214 is formed in an L shape on a longitudinal cross section in the forward/backward direction, and has: a transversely provided portion M1214 a that is bonded with the flat plate portion M1211; and an erected portion M1214 b that is erected in a vertical direction from the transversely provided portion M1214 a. In the erected portion M1214 b, a connector engagement hole M1214 c is formed. The connector engagement hole M1214 c is formed in number corresponding to the number of reel units M11 installed. A forming position of the connector engagement hole M1214 c is set so that when the reel unit M11 is installed on the reel unit flat plate M121, a center part in the widthwise direction of the reel unit M11 and a center part in the widthwise direction of the connector engagement hole M1214 c are opposed to each other.

In addition, in the flat plate portion M1211, a plurality of fixing holes M1211 a are formed. These fixing holes M1211 a are respectively disposed at two longitudinal sites at a front position of each of the connector engagement holes M1214 c. That is, the fixing holes M1211 a are disposed in a matrix shape of two lines and five columns in the flat plate portion M1211. The fixing holes M1211 a configure a part of a slide retaining mechanism M122 to be described later, enabling a slide retaining member M1221 of FIG. 12 to be mounted on the reel unit support plate M121.

In each of the connector engagement holes M1214 c described above, a second connector M123 is provided as shown in FIG. 12. The second connector M123 is a female type connector. That is, the second connector M123, as shown in FIG. 14, has a connector engagement member M1231 and a plurality of pin terminals M1232. The pin terminals M1232 are electrically connected to a main PCB 110 of FIG. 38 via a signal line, although not shown.

The connector engagement member M1231 has: mount portions M1231 a, M1231 a that are formed at both end parts in a widthwise direction; and a connector insert portion M1231 b that is opened on a front face side. As shown in FIG. 12, the mount portions M1231 a, M1231 a are tightened with screws relative to the erected portion M1214 b of the connector support member M1214. In addition, as shown in FIG. 18, the second connector M123 is electrically coupled to a first connector M124 by inserting the first connector M124 that is a male type connector included in the reel unit M11 when the reel unit M11 is installed on the reel unit support plate M121.

(Reel Unit Retaining Mechanism M12: Slide Retaining Mechanism M122)

At a front side of the second connector M123 that is configured as described above, a slide retaining mechanism M122 is disposed as shown in FIG. 12. The slide retaining mechanism M122 has a slide retaining member M1221. The slide retaining member M1221 is formed transversely symmetrically relative to a centerline in a forward/backward direction. The slide retaining member M1221 has: a side main body portion M1222; a first slide fixing portion M1223 that is disposed at a front side of the slide main body portion M1222; and a second slide fixing portion M1224 that is disposed at a rear side of the slid main body portion M1222.

The slide main body portion M1222 is formed in a flat plate shape on a top face and a bottom face. The top face of the slide main body portion M1222 enables a reel support mechanism M6 to be supported in a planar shape. On the other hand, the bottom face of the slide main body portion M1222 abuts in a planar shape with the flat plate portion M1211 of the reel unit support plate M121 to thereby enable the reel support mechanism M6 to be supported in a planar shape by means of the reel unit support plate M121.

The slide main body portion M1222, as shown in FIG. 15, is formed in a top-viewing rectangular shape while a forward/backward direction is defined as a longitudinal direction. A through home M1222 a is formed at a center part of the slide main body portion M1222. The through hole M1222 a enables fixing to the reel unit support plate M121 by means of screw tightening, as shown in FIG. 12.

On the other hand, as shown in FIG. 15, the first slide fixing portion M1223 that is disposed at a front side of the slide main body portion M1222 is formed in a flat face shape that is identical to the slide main body portion M1222. The first slide fixing portion M1223 is formed in a top-viewing square shape having a widthwise dimension that is longer than a widthwise dimension of the slide main body portion M1222. In other words, both end parts in the widthwise direction of the first slide fixing portion M1223 are more protrusive than both end parts in the widthwise direction of the slide main body portion M1222.

A through hole M1223 a is formed at a center part of the first slide fixing portion M1223. The through hole M1223 a enables fixing to the reel unit support by means of screw tightening. In addition, a fixing protrusion portion M1223 b is formed at a front end part of the first slide fixing portion M1223. The fixing protrusion portion M1223 b is formed so as to protrude obliquely upward from the first slide fixing portion M1223 toward a rear side. At a tip end part of the fixing protrusion portion M1223 b, a protrusion portion M1223 is formed downward. The fixing protrusion portion M1223 b has a function of fixing the reel unit M11 in a vertical direction and disabling movement in a forward/backward direction.

On a top face of the first slide fixing portion M1223, slide stop portions M1223 c, M1223 e are disposed transversely symmetrically. The slide stop portion M1223 c is formed by a wall portion that is opened on a front face side and a top face side, i.e., by a wall portion formed in a top-viewing L shape that is protruded upward from an inside portion to a rear side position. The slide stop portion M1223 a has a function of stopping the reel unit M11 at a predetermined position in the forward/bacicward direction when the reel unit is slidably moved from a front side. On the other hand, on a bottom face of the first slide fixing portion M1223, insert portions M1223 e, M1223 e that are opened at a front side are formed transversely symmetrically.

In addition, coupling portions M1223 d, M1223 d are formed at a rear end part of the first slide fixing portion M1223. The coupling portions M1223 d, M1223 d are formed so as to protrude obliquely downward from the first slide fixing portion M1223 to a rear side. The coupling portions M1223 d, M1223 d, as shown in FIG. 16, has a function of engaging with the fixing hole M1211 a that is disposed at a front side of the flat plate portion M1211 in an oblique direction to thereby fix the slide retaining member M1221 to the reel support plate M121 in a vertical direction.

On the other hand, as shown in FIG. 15, the second slide fixing portion M1224 that is disposed at a rear side of the slide main body portion M1222 is formed in a flat plate shape that is identical to the slide main body portion M1222. The second slide fixing portion M1224 is formed in a top-viewing square shape having a widthwise dimension that is longer than a widthwise dimension of the slide main body portion M1222. In other words, both end parts in the widthwise direction of the second slide fixing portion M1224 are more protrusive than both end parts in the widthwise direction of the slide main body portion M1222.

A through hole M1224 a is formed at a center part of the second slide fixing portion M1224. The through hole M1224 a enables fixing to the reel unit support plate M121 by means of screw tightening. In addition, on a top face of the second slide fixing portion M1224, slide stop portions M1224 b, 1224 b are disposed transversely symmetrically. The slide stop portion M1224 b is formed by a wall portion that is opened on a front face side and a top face side, i.e., by a wall portion formed in a top-viewing L shape that is protruded upward from an inside portion to a rear side position. The slide stop portion M1224 b has a function of stopping the reel unit M11 at a predetermined position in the forward/backward direction when the reel unit is slidably moved from a front side. On the other hand, on a bottom face of the second slide fixing portion M1224, insert portions M1224 d, M1224 d that are opened at a front side are formed transversely symmetrically.

In addition, coupling portions M1224 c, M1224 c are formed at a rear end part of the second slide fixing portion M1224. The coupling portions M1224 c, M1224 c are formed so as to protrude obliquely downward from the second slide fixing portion M1224 to a rear side. The coupling portions M1224 c, M1224 c, as shown in FIG. 16, has a function of engaging with the fixing hole M1211 a that is disposed a rear side of the flat plate portion M1211 in an obliquely direction to thereby fix the slide retaining member M1221 to the reel unit support plate M121 in a vertical direction.

(Reel Unit M11)

The reel unit retaining mechanism M12 configured as described above enables a reel unit M11 to be removably retained as shown in FIG. 10. The reel unit M11 has: a reel M3 having symbols 501 arranged on an outer circumferential face of the reel; and a reel support mechanism M6 configured to support the reel M3.

(Reel Unit M11: Reel Support Mechanism M6)

A reel support mechanism M6, as shown in FIG. 19, has a reel support member M61 and a motor support member M62. The reel support member M61 has a side face erected portion M63, a front face erected portion M64, a rear face erected portion M65, and a support bottom face portion M66. Each of these portions M63 to M66 is formed by bending a flat plate. The support bottom face portion M66 is formed in a flat shape so as to be abutted with the reel unit support plate M121 in a planar shape. A bottom face trough hole M66 a is formed in the support bottom face portion M66.

The bottom face through hole M66 a, as shown in FIG. 20, is formed in a rectangular shape. In addition, in the bottom face through hole 66 a, center protrusion portions M66 b, M66 b are formed at a center part, and front side protrusion portions M66 c, M66 c are formed at a front side part. Specifically, the bottom face through hole M66 a is slightly larger in size than an external dimension of the slide retaining member M1221 described above, is formed in an approximate opening shape, and is capable of inserting the slide retaining member M1221 from a top side.

In this manner, after the slide retaining member M1221 has been inserted through the bottom face through hole M66 a of the support bottom face portion M66, the center protrusion portion M66 b engages into a gap between the insert portion M1223 e that is formed on a bottom face of the first slide fixing portion M1223 of FIG. 15 and the reel unit support plate M121, and the front side protrusion portion M66 c engages into a gap between the insert portion M1224 d that is formed on a bottom face of the second slide fixing portion M1224 of FIG. 15 and the reel unit support plate M121, whereby the reel support member M61 is fixed to the reel unit support plate M121 in a vertical direction.

A front face erected portion M64 is disposed at a front side of the support bottom face portion M66. The front face erected portion M64 is erected in a vertical direction relative to the support bottom face portion M66. A front face through hole M64 a is formed in the support bottom face portion M66. The front face through hole M64 a, as shown in FIG. 18, is provided so that a fixing protrusion portion M1223 b is inserted and a protrusion portion 1223 f is abutted with a front face side of the front face erected portion M64. In this manner, the reel support member M61, as shown in FIG. 16 and FIG. 18, can be fixed in a vertical direction and in a forward/backward direction without the reel support member M61 being screw-tightened relative to the reel unit support plate M121.

A rear face erected portion M65 is disposed at a rear side of the support bottom face portion M66. A connector engagement hole M65 a is formed in the rear face erected portion M65. The connector engagement hole M65 a is disposed so as to be opposed to the connector engagement hole M1214 c of FIG. 13. The first connector M124 of FIG. 18 described above is provided at a height position and in the connector engagement hole M65 a. In this manner, as shown in FIG. 16 and FIG. 18, when the reel support member M61 is slidably moved on the reel support plate M121 to a rear side, the first connector M124 is connected to the second connector M123.

In addition, as shown in FIG. 19 and FIG. 20, a side face erected portion M63 is disposed at a right side as viewed from a front side of the support bottom face portion M66. The side face erected portion M63 has: front face tilt portion M63 a that is tilted from a top end to a rear side of the front face erected portion M64; an illumination mount portion M63 b that is disposed upward of the front face tilt portion M63 a; a mounting cutout portion M63 c that is disposed at a rear side of the illumination mount portion M63 b; and a rear face tilt portion M63 d that is tilted from a rear side of the mounting cutout portion M63 c to a top end of the rear face erected portion M65.

In addition, on a left side face of the side face erected portion M63, four board mount portions M63 e are formed as shown in FIG. 20. The board mount portions M63 e are horizontally disposed so as to retain a reel board M67 in parallel to the side face erected portion M63, as shown in FIG. 21. The reel board M67 has a function of controlling the reel device M1, and is electrically connected to the first connector M124 via a signal line, although not shown. In addition, an origin sensor M671 is provided On one face on the side of the reel M3 of the reel board M67. The origin sensor M671 configures a part of a reel origin detecting mechanism configured to output a reel origin signal.

On the other hand, the illumination mount portion M63 b, as shown in FIG. 19 and FIG. 20, has: a backlight mount portion M63 b 1 configured to support a backlight device M7; and a rendering mount portion M63 b 2 configured to support a rendering light emitting device M8. The backlight mount portion M63 b 1 and the illumination mount portion M63 b are respectively disposed on a rear face side and on a front face side. A widthwise dimension in the vertical direction of the backlight mount portion M63 b 1 is greater than a widthwise direction in the vertical direction of the rendering mount portion M63 b 2. A rendering light fixing hole M63M4 is formed at a center part of the rendering mount portion M63 b 2. In addition, two backlight fixing holes M63 b 3, M63 b 3 are formed in the illumination mount portion M63 b. These backlight fixing holes M63 b 3, M63 b 3 has a function of retaining a mount posture of the backlight device M7.

In addition, a motor support member M62 is provided at a mounting cutout portion M63 c. The motor support member M62 is erected in a leftward direction viewed from a front face side, and has: erected portions M62 a, M62 a that are disposed longitudinally symmetrically; and a flat face mount portion M62 b that is transversely provided between the erected portions M62 a and M62 a. A reel motor M51 of FIG. 11 is provided on a left side face of the flat face mount portion M62 b. At a center part of the flat face mount portion M62 b, a circular through hole M62 c is formed so as to expose an end face of the reel motor M51 to the side of the mounting cutout portion M63 c. In the through hole M62 c and at a space portion surrounded by the erected portions M62 a, M62 a, an encoder device M21 that is provided on an end face of the reel motor M51 is disposed as shown in FIG. 11.

(Reel Unit M11: Reel Drive Mechanism M5 and Reel Angle Detecting Mechanism M2)

The reel motor M51 described above configures a part of a reel drive mechanism M5. The reel drive mechanism M5 is configured so as to rearrange symbols 501 by rotationally driving reels M3. Specifically, the reel drive mechanism M5 has: a reel motor M51 configured to impart a rotation drive force to the reels M3; and a heat sink M52 configured to radiate a heat by increasing a surface area of the reel motor M51.

The reel motor M51 is a stepping motor having a resolution of 200, and is capable of controlling a rotation speed of a rotation drive shaft M512 from a high speed rotation of 200 rpm or the like to a low speed rotation of 12.5 rpm. The reel motor M51, as shown in FIG. 23 and FIG. 24, has a motor bulkhead M511 formed in a hollow columnar shape. On one end of the motor bulkhead M511, a flange portion M511 a is formed. The flange M511 a, as shown in FIG. 21 is fixedly provided on a flat face mount portion M62 b of a motor support member M62 by means of screw tightening. In addition, a positioning portion M511 b that is protruded in a circular shape is formed at a center part of the flange portion M511 a. The positioning portion M511 b, as shown in FIG. 22, is engaged into a through hole M62 c to thereby facilitate positioning at the time of assembling that cause the rotation drive shaft M512 to coincide with a rotation center of the reel M3 and to prevent a positional shaft at the time of actuation.

In addition, one end part of the rotation drive shaft M512 is protruded as shown in FIG. 23 at a center part of the positioning portion M511 b. One end part of the rotation drive shaft M512 is coupled with an encoder device M21. The encoder device M21 configures a part of a reel angle detecting mechanism M2. The encoder device M21 includes: a reel interlock shaft, although not shown, which is coupled with the rotation drive shaft M512 that coincides with a rotation center of the reel M3; and a signal output portion configured to magnetically detect rotation of the reel interlock shaft, thereby outputting a magnetic force detection signal, a position pulse signal, a origin pulse signal, and a phase difference pulse signal.

In addition, a heat sink M52 is provided on a top face of the motor bulkhead M511. The heat sink M52 is formed of a metal with its high thermal conductivity such as aluminum or copper. The heat sink M52 has a flat base portion M522 that is bonded with the motor bulkhead M511 in a planar shape; and a plurality of fin members M521 that are erected on a top face of the base portion M522. In this manner, the heat sink M52 is capable of performing cooling without a need to provide specific electrical wiring for cooling the reel M3 by increasing a surface area of the reel motor M51.

In addition, the other end part of the rotation drive shaft M512 is protruded at the other end of the motor bulkhead M511. An engagement ring-shape portion M512 a is formed at a tip end part of the rotation drive shaft M512. The engagement ring-shaped member M512 a, as shown in FIG. 11, enables a blade mechanism M4 and a drive force transmission mechanism M9 to be fixed in an axial direction by engaging a stop member M514. On the other hand, as shown in FIG. 24, at a base portion of the rotation drive shaft M512, two fixing members M513 are provided transversely symmetrically around the rotation drive shaft M512. The fixing member M513 is disposed in a vertical direction relative to the rotation drive shaft M512. The fixing member M513 is configured to fix the blade mechanism M4 and the drive force transmission mechanism M9 to each other in a rotation direction and then fix the reel M3 that is coupled with the drive force transmission mechanism M9 in a rotation direction, thereby causing a rotation angle of the reel M3 and a rotation angle of the rotation drive shaft M512 to coincide with each other.

(Reel Unit M11: Blade Mechanism M4 and Drive Force Transmission Mechanism M9)

The blade mechanism M4 and the drive force transmission mechanism M9 to be coupled with the reel motor M51 configured as described above are provided by means of a rotor 90 that is integrally formed of a resin, as shown in FIG. 25 and FIG. 26. The rotor 90 has: a first ring-shaped portion M91 that is disposed on one end side of a left side as viewed from a front side; a second ring-shaped portion M92 that is disposed at the other end side; and a third ring-shaped portion 93 that is disposed between the first ring-shaped portion M91 and the second ring-shaped portion M92. The first ring-shaped portion M91, the second ring-shaped portion M92, and the third ring-shaped portion M93 are respectively formed in a circular ring shape, and a center shaft is caused to coincide with a rotation center of the reel M3. A reel motor M51 or the like of the reel drive mechanism M5 in FIG. 11 is disposed on an inner circumferential side of each of the second ring-shaped portion M92 and the third ring-shaped portion 93.

A cutout portion M921 is partially formed in the second ring-shaped portion M92. The cutout portion M921 configures a reel origin detecting mechanism together with an origin sensor M671 of FIG. 21. The cutout portion M921 is detected by means of the origin sensor M671 to thereby able to output a reel origin signal. The third ring-shaped portion 93 has a plurality of first blade portions M931 (blade mechanisms M4) on an inner circumferential face thereof. The first blade portion M931 is formed in a wavy shape from its outer circumferential side to its inner circumferential side. In this manner, the first blade portion M931 is configured to distribute air in a rotation center direction and then cool the reel drive mechanism M5 when the blade portion is swiveled around its rotation center.

In addition, an inner circumferential ring-shaped portion M912 is disposed on an inner circumferential side of the first ring-shaped portion M91. A plurality of second blade portions M911 (blade mechanisms M4) are formed between the first ring-shaped portion M91 and the inner circumferential ring-shaped portion M912. The second blade portions M911 are formed in a state in which they tilt from an end face of the first ring-shaped portion M91 to the side of the third ring-shaped portion 93. In this manner, the second blade portions M911 are swiveled around its rotation center to thereby distribute external air on the end face of the first ring-shaped portion M91 to the inner circumferential side of the third ring-shaped portion 93 and then cool the reel drive mechanism M5.

Further, an inner circumferential support portion M913 formed in a crossed shape and a through hole M914 formed at a center part of the inner circumferential support portion M913 are disposed on the inner circumferential side of the inner circumferential ring-shaped portion M912. The through hole M914 is caused to coincide with the rotation center of the reel M3. The through hole M914 is configured to insert the rotation drive shaft M512 of the reel motor M51 in FIG. 24. A fixing engagement portion M915 is formed on a wall face on the inner circumferential side of the third ring-shaped portion 93 in the inner circumferential support portion M913. The fixing engagement portion M915 enables fixing in a rotation direction between the rotation drive shaft M512 and the rotor 90 by allowing the fixing member M513 of FIG. 24 to be engaged therewith.

(Reel Unit M11: Reel M3)

On the rotor 90 described above, a reel M3 is provided as shown in FIG. 27. The reel M3 has: a ring-shaped reel band M32 on which one or more symbols 501 are arranged; and a reel frame member M31 in which the reel band M32 is provided on an outer circumferential face and a blade mechanism M4 in a rotor 90 is disposed on an inner circumferential side. In this manner, the reel M3 prevents upsizing exerted by providing a cooling function for a reel motor M51 by defining the inner circumferential side of the reel frame member M31 as a mount site of the blade mechanism M4.

The reel frame member M31 described above, as shown in FIG. 28, has: a driving-side reel frame member M311 configured to retain one end part of the reel band M32; a follower-side reel frame member M312 configured to retain the other end part of the reel band M32; and a frame member coupling member 313 configured to couple the outer circumferential portions of the driving-side reel frame body M311 and the follower-side reel frame reel M312 to each other. The reel frame member M31 that is formed by these members is formed of a light transmission material.

In this manner, the reel M3 is capable of assembling the reel frame member M31 by coupling the reel frame member M31 via a frame member coupling member 313 from a state in which the reel is divided into two sections, the driving-side reel frame member M311 and the follower-side reel frame member M312; and therefore, a width of the reel frame member M31, i.e., a width of the reel M3 including the reel frame member M31 and the reel band M32 can be easily changed merely by changing a length of the frame member coupling member 313.

The driving-side reel frame member M311 has an inner circumferential ring-shaped portion M3111. The inner circumferential ring-shaped portion M3111 is engaged with and is fixed to an outer circumferential face of the first ring-shaped portion M91. In this manner, the reel M3 is coupled in a state in which the reel coincides with the rotation center of the rotor 90.

On the other hand, the follower-side reel frame member M312 has a reel band engagement portion M312 a that engages with an end part of the reel band M32. Similarly, the driving-side reel frame member M311, as shown in FIG. 29, has a reel band engagement portion M311 a that engages with an end part of the reel band M32. In this manner, the reel M3 is capable of easily assembling the reel band M32 with the reel frame M31 by engaging both end parts of the reel band M32 with each other so as to be sandwiched from both sides between the reel band engagement portions M311 a and M312 a of the driving-side frame member M311 and the follower-side reel frame member M312 on the way of assembling the reel frame member M31 by coupling the reel frame member M31 via the frame member coupling member 313 from a state in which the reel is divided into two sections, the driving-side reel frame member M311 and the follower-side reel frame member M312.

The reel band engagement portions M311 a and M312 a described above, as shown in FIG. 30, are formed so as to engage the entire circumference of the reel band M32. In this manner, the reel frame member M31 is configured to hold the entire circumference of the reel band M32 to thereby able to enhance shape sustainability when the reel band M32 has been retained by means of the reel frame member M31.

In addition, the frame member coupling member 313 is disposed to able to support a back face of the reel band M32. In this manner, it becomes possible to further enhance shape sustainability when the reel band M32 is retained by means of the reel frame member M31. Further, the reel band M32 is formed of a material such as an acrylic resin that is capable of transmitting illumination light.

(Reel Unit M11: Backlight Device M7)

As shown in FIG. 31 and FIG. 32, a backlight device M7 is arranged on the inner circumferential side of the reel M3 configured as described above. The backlight device M7 is arranged so as to emit illumination light from the inner circumferential side of the reel M3 into the direction of the reel band M32 and then allow the emitted light having transmitted the reel band M32 to be visually recognized from the outside of a slot machine 10.

Specifically, as shown in FIG. 33 and FIG. 34 as well, the backlight device M7 has: a backlight source unit M70; and a board case support member M74 that is provided in a reel support mechanism M6 and is configured to removably support the backlight source unit M70. Four backlight source units M70 are disposed in a vertical direction. These backlight source units M70 are disposed and set at intervals so that the backlight source units are opposed to symbols 501. That is, a positional relationship between the backlight units M70 and the symbols 501 are set so that they exist on a line segment passing through the rotation center of the reel M3 in a vertical direction. In this manner, illumination light can be transmitted from the reel band M32 and the transparent reel frame member M31 while each of the backlight source units M70 illuminates each of the symbols 501 opposed thereto.

The respective backlight source units M70 described above has a plurality of illumination light sources M71 that are arranged in a widthwise direction and in a longitudinal direction of the reel band M32 and that is capable of changing a light quantity when illumination light is emitted. In this manner, the backlight device M7 is capable of individually controlling an emission mode of illumination light in each of the illumination light sources M71, and is capable of enhancing a degree of freedom in rendering with the use of illumination light.

In addition, the backlight source unit M70 has: a backlight board M72 on which the illumination light source M71 is provided and then is disposed to opposed to the reel band M32; and a backlight board case M73 configured to retain the backlight board M72. The backlight board case M73 is removably supported on a board case support member M74. In other words, the reel device M1 has a backlight board M72, a backlight board case M73, and a board case support member M74 configured to removably support the backlight board case M73.

In this manner, the backlight device M7 is capable of coping with a change of a reel width merely by exchanging the backlight source unit M70 (the backlight board M72 and the board case support member M74) without a need to exchange the entire backlight device M7 when there occurs a need to change a size of the backlight board M72 in accordance with a change of a reel width of the reel band M32, for example, because the backlight board case M73 configured to retain the backlight board M72 is removable from the board case support member M74. That is, the backlight device M7 is capable of performing a work of changing the side of the backlight board M72 easily and within a short period of time.

Further, the board case support member M74 has an engagement portion M741 and a protrusion portion M742 on a base side of the other side of a mount position of the backlight source unit M70. The engagement portion M741 and the protrusion portion M742, as shown in FIG. 31, is removably coupled by engaging with the backlight mount portion M63 b 1 of the reel support member M61.

The backlight board case M73 that is removably supported on the board case support member M74, as shown in FIG. 34 and FIG. 35 as well, has a plate-shaped member M731 that is disposed at one end in a reel widthwise direction, and is formed so as to abut with the board case support member M74 in a planar shape; and a claw member M732 that is protruded to be elastically deformable from the plate-shaped member M731 in the direction of the board case support member M74. On the other hand, the board case support member M74 has: an engagement portion M741 configured to slidably engage both end parts of the plate-shaped member M731 with each other when the plate-shaped member M731 is abutted in a planar shape; and an engagement hole M742 in which the claw member M732 is engaged when the plate-shaped member M731 is engaged with the engagement portion M741.

In this manner, the backlight device M7 is capable of respectively coupling the backlight board case M73 and the board case support member M74 with the engagement portion M741 and the engagement hole M742 by allowing both end parts of the plate-shaped member M731 to be slidably engaged with the engagement portion M741 when the plate-shaped member M731 has been abutted in a planar shape and allowing the claw member M732 of the plate-shaped member M731 to be engaged into the engagement hole M742. On the other hand, the backlight device M7 is capable of removing the backlight board case M73 from the board case support member M74 if an external force of elastically deforming the claw member M732 is applied to the backlight board case M73. As a result, the backlight device M7 is capable of easily mounting or removing the backlight source unit M70 relative to the board case support member M74.

(Reel Unit M11: Rendering Light Emitting Device M8)

In addition, as shown in FIG. 11, a rendering light emitting device M8 is disposed lateral of a reel M3. The rendering light emitting device M8 is configured to emit a plurality of rendering light beams so as to be visually recognizable from the outside of a slot machine 10. In this manner, the rendering light emitting device M8 is capable of enhancing a rendering effect and a degree of freedom in rendering at the time of rotation of the reel M3 or at the time of rearranging symbols 501.

The rendering light emitting device M8 described above, as shown in FIG. 36 and FIG. 37, has at least a plurality of rendering light sources M81 that are arranged along a longitudinal direction of a reel band M32. These rendering light sources M81 are individually controllable and are capable of changing a light quantity when rendering light is emitted in a plurality of steps. In this manner, the rendering light emitting device M8 is capable of enhancing a rendering effect and a degree of freedom in rendering at the time of rotation of the reel M3 or at the time of rearranging symbols 501.

Specifically, each of the rendering light emitting devices M8 has: a rendering light source unit M80; and a unit support member M83 that is provided in the reel support mechanism M6, and is configured to removably support the rendering light source unit M80. The rendering light source unit M80 has: a hollow-shaped board case M82; a rendering light board M84 that is housed in the board case M82; and rendering light sources M81 that are disposed in one column on a top face of the rendering light board M84.

The board case M82 is formed in a fan shape so as to have a curved face that is identical to an outer circumferential face of a ring-shaped reel M3. In addition, the board case M82 is formed of a material for transmitting light on at least a front face side. The rendering light board M84 is curved at a curvature radius that is identical to that of the board case M82. In this manner, each of the rendering light sources M81 on the rendering light board M84 is provided so that a distance from a top face of the board case M82 is identical.

A unit support member M83 is disposed at an end part on the inner circumferential side of the board case M82 described above. The unit support member M83 is provided removably from a side face erected portion M63 of the reel support mechanism M6. Specifically, the unit support member M83 has: a plate-shaped member M831 that is formed so as to abut with a rendering mount portion M63 b 2 in a planar shape; an engagement portion M833 that is slidably engage both end parts of the rendering mount portion M63 b 2 with each other when the plate-shaped member M831 is abutted in a planar shape; and a claw member M832 that is protruded to be elastically deformable from the plate-shaped member M831 in the direction of the rendering mount portion M63 b 2, and that can be engaged into a rendering light fixing hole M63 b 4.

In this manner, the rendering light emitting device M8 is capable of coupling the rendering light emitting device M8 and a reel support member M61 with each other by allowing both end parts of the rendering mount portion M63 b 2 to be slidably engaged with an engagement portion M833 when the plate-shaped member M831 has been abutted with the rendering mount portion M63 b 2 in a planar shape and allowing the claw member M832 to be engaged with the rendering mount portion M63 b 2. On the other hand, the rendering light emitting device M8 is capable of removing the rendering light emitting device M8 from the reel support member M61 if an external force of elastically deforming the claw member M832 is applied. As a result, the rendering light emitting device M8 is capable of being easily mounted or removed relative to the reel support member M61 of the reel support mechanism M6.

(Electronic Configuration of Slot Machine)

Next, a configuration of a circuit included in a slot machine 10 will be described with reference to FIG. 38.

A gaming board 50 includes: a CPU 51, a ROM 52, and a boot ROM 53 that are interconnected by means of an internal bus; a card slot 55 that corresponds to a memory car 54; and an IC socket 57 that corresponds to a GAL (Generic Array Logic) 56.

The memory card 54 is made of a nonvolatile memory, and stores game programs and game system programs. The game programs include a program relating to the progress of a game and a program for executing rendering by means of image or sound. In addition, the game programs include a symbol determination program. The symbol determination program is a program for determining symbols to be rearranged as symbols 501.

In addition, the game programs include: symbol table data for normal game indicating a correlation between each symbol of each symbol array in a display block, a code No., a random numeric value; a symbol table data for bonus game indicating a symbol table for bonus game indicating a correlation between each symbol of each symbol table in a display block, code No., and a random numeric value; a symbol No. determination table data indicating a symbol array determination table; a code No. determination table data indicating a symbol array determination table; a wild symbol increment determination table indicating a wild symbol increment determination table; a trigger symbol increment determination table data indicating a trigger symbol increment determination table; and odds data indicating a correlation between types and the number of symbols that are rearranged on a pay line and a prize amount or the like.

In addition, the card slot 55 is configured to be able to insert or removing a memory card 54, and is connected to a motherboard 70 by means of an IDE bus. Therefore, the memory card 54 is removed from the card slot 53S, another game program is written in the memory card 54, and then, the memory card 54 is inserted into a card slot 53S, whereby types or contents of games to be played in a slot machine 10 can be changed.

The GAL 56 is one kind of PLD (Programmable Logic Device) having an OR-fixed type array structure. The GAL 56 includes a plurality of input ports and output ports, and outputs corresponding data from an output port if a predetermined input occurs in an input port.

In addition, the IC socket 57 is configured to be able to mount or remove the GAL 56, and is connected to the motherboard 70 by means of a PCI bus. The memory card 54 is replaced with another one in which another program is written, or alternatively, the program that is written in the memory card 54 is rewritten into another one, whereby the contents of a play to be played in a slot machine 10 can be changed.

The CPU 51, the ROM 52, and the boot ROM 53 that are interconnected by means of the internal bus are connected to the motherboard 70 by means of the PCI bus. The PCI bus transmits a signal between the motherboard 70 and the gaming board 50, and supplies electric power from the motherboard 70 to the gaming board 50.

An authentication program is stored in the ROM 52. A preliminary authentication program and a program (a boot code) for the CPU 51 to start up the preliminary authentication program or the like are stored in the boot ROM 53.

The authentication program is a program (tampering check program) for authenticating a game program and a game system program. The preliminary authentication program is a program for authenticating the authentication program described above. The authentication program and the preliminary authentication program are described along a procedure (an authentication procedure) for authenticating the fact that a target program is not tampered.

The motherboard 70 is configured using a commercially available general purpose motherboard (a printed wiring board implementing basic parts of a personal computer), and includes a main CPU 71, a ROM (Read Only Memory) 72, a RAM (RANDOM Access Memory) 73, and a communication interface 82. The motherboard 70 is equivalent to a game controller 100 in the embodiment.

The ROM 72 is made of a memory device such as a flash memory, and stores programs such as a BIOS (a Basic Input/Output System) to be executed by means of the main CPU 71 and permanent data. When the BIOS is executed by means of the main CPU 71, initialization processing of predetermined peripheral devices is performed. In addition, acquisition processing of the game programs and game system programs that are stored in the memory card 54 is started via the gaming board 50. In the present invention, the ROM 72 may be the one of which the contents are rewritable or are not rewritable.

The RAM 73 stores data employed when the main CPU 71 operates or programs such as a symbol determination program. For example, when the acquisition processing of the game programs and game system programs or authentication program described previously has been performed, these programs can be stored. In addition, a work region for executing the programs described above is provided in the RAM 73. For example, there are provided a region for storing a counter managing the number of games played, the number of BETs, the number of payouts, or the number of credits, for example, or a region for storing symbols (code numbers) that are determined by means of lottery.

The communication interface 82 is configured to make communication with an external control device 621 such as a server via a communication line 301. In addition, a door PCB (Printed Circuit Board) 90 and a main PCB 110 to be described later are respectively connected to the motherboard 70 by means of a USB. In addition, a power unit 81 is connected to the motherboard 70. Further, a PTS terminal 700 is connected to the motherboard 70 by means of the USB.

When electric power is supplied from the power unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is started up, and electric power is supplied to the gaming board 50 via the PCI bus and then the CPU 51 is started up.

Input devices such as switches or sensors or peripheral devices whose operations are controlled by means of the main CPU 71 are respectively connected to the door PCB 90 and the main PCB 110.

A control panel 30, a reverter 91, a coin counter 92C, and a cold cathode-ray tube 93 are respectively connected to the door PCB 90.

On the control panel 30, in association with the respective buttons described previously, there are provided: a reserve switch 31S; a collect switch 32S; a game rule switch 335; a 1-BET switch 34S; a 2-BETS switch 35S; a 3-BETS switch 37S; a 5-BETS switch 385; a 10-BETS switch 39S; a PLAY 2 LINES switch 40S; a PLAY 10 LINES switch 41S; a PLAY 20 LINES switch 42S; a PLAY 40 LINES switch 43S; a MAX LINES switch 44S; a gamble switch 45S; and a start switch 46S. Each switch detects that a corresponding button has been pressed by a player, and outputs a signal to the main CPU 71.

The reverter 91 and the coin counter 92C are provided inside of the coin entry 36. Then, the reverter 91 identifies whether or not a coin inserted into the coin entry 36 is legitimate, and ejects a coin other than a legitimate coin from a coin payout exit. In addition, the coin counter 92C detects the accepted legitimate coins and counts the number of these coins.

The reverter 91 operates based on a control signal that is output from the main CPU 71, and distributes the legitimate coins that are screened by the coin counter 92C into a hopper 113 or a cashbox (not shown). In a case where the holler 113 is not filled with coins, they are distributed to the hopper 113, or alternatively, in a case where the hopper 113 is filled with coins, they are distributed to the cashbox.

The cold cathode-ray tube 93 functions as a backlight that is installed at a rear face side of an upper image display panel 131, and lights based on a control signal that is output from the main CPU 71.

A lamp 111, a speaker 112, a hopper 113, a coin detecting portion 113S, a bill entry 22, a graphic board 130, a key switch 173S, and a data display 174 are respectively connected to the main PCB 110.

The lamp 111 lights based on a control signal that is output from the main CPU 71. The speaker 112 outputs a sound such as BGM based on a control signal that is output from the main CPU 71.

The hopper 113 operates based on a control signal that is output from the main CPU 71 and then pays out coins whose payout number is specified from the coin payout exit to a coin tray, although not shown. The coin detecting portion 113S detects the coins to be paid out by means of the hopper 113 and then outputs a signal to the main CPU 71.

A touch panel may be provided on a front face of a reel device M1. The touch panel detects a position that touched by a player's finger and then outputs a signal that corresponds to the detected position to the main CPU 71.

The bill entry 22 is configured to identify whether or not a bill is legitimate and accept a legitimate bill in the cabinet 11. Then, the bill entered in the cabinet 11 is converted to the number of coins, and credits equivalent to the number of coins converted are added as the player owned credits.

The graphic board 130 controls an image to be displayed by means of the upper image display panel 131, based on a control signal that is output from the main CPU 71. The graphic board 130 includes a VDP (a Video Display Processor) configured to generate image data or a video RAM configured to store the image data that is generated by means of the VDP. The image data employed when the image data is generated by means of the VDP is included in the game programs that are read out from the memory card 54 and are stored in the RAM 73.

The graphic board 130 includes a VDP (a Video Display Processor) configured to generate image data, based on a control signal that is output from the main CPU 71, or a video RAM or the like configured to temporarily store the image data that is generated by means of the VDP. The image data employed when the image data is generated by means of the VDP is included in the game programs that are read out from the memory card 54 and are stored in the RAM 73.

The key switch 173S is provided in a keypad 173, and when the keypad 173 is operated by a player, a predetermined signal is output to the main CPU 71.

The data display 174 displays the data that a card reader 172 has read based on a control signal that is output from the main CPU 71 or the data that is input by a player via the keypad 173.

In addition, a backlight 164 of an expectation value meter 160 is electrically connected to the main PCB 110. As described above, the backlight 164 is made of a full-color LED (a light emitting diode). The full-color LED can be configured so as to be made of a plurality of LED elements. In accordance with a processing operation of FIG. 93 to be described later, the main CPU 71 determines a light emission color indicating a degree of expectation and the size of a light emitting region, and a signal indicating the determined light emission color and the size of the light emitting region is transmitted to the backlight 164 via the main PCB 110.

(Electrical Configuration of Slot Machine: Reel Device M1)

A reel device M1 is connected to the main PCB 110 described above. The reel device M1, as shown in FIG. 11 has five reel units, i.e., first to fifth reel units M11 a to M11 e. As shown in FIG. 39, each of the first to fifth reel units M11 a to M11 e has a reel board M67. The reel board M67 has: an input/output portion M675 that is connected to the main PCB 110 to enable data communication; a reel drive portion M672 that is connected to the input/output portion M675; a backlight drive portion M673; and a rendering device drive portion M674.

A magnetic force detecting mechanism M202 is connected to the input/output portion M675. The magnetic force detecting mechanism M202 has: a magnetic force sensor configured to output a magnetic force detection signal of output intensity in accordance with a magnetic force; and a sensor fixing mechanism configured to fix the magnetic force sensor at a predetermined position. The magnetic force detecting mechanism M202 is coupled with a rotary shaft of a reel motor M51 so as to thereby output a magnetic force detection signal by detecting a magnetic force in an external magnetic field by means of a magnet M201 of FIG. 1 that rotates together with a reel M3.

The reel drive portion M672 is connected so as to supply drive power to the reel motor M51. The backlight drive portion M673 is connected so as to individually supply drive power to each illumination light source M71 of the backlight device M7. The rendering device drive portion M674 is connected so as to individually supply drive power to each rendering light source M81 of the rendering light emitting device M8.

(Electrical Configuration of PTS Terminal)

Next, a configuration of a circuit included in a PTS terminal 700 will be described with reference to FIG. 40.

A PTS controller 720 configured to control the PTS terminal 700 has a CPU 731, a communication portion 734, a ROM 733, and a RAM 732 while a variety of functional portions are connected around a unit controller 730.

The CPU 731 executes or computes a variety of programs that are stored in the ROM 733 to be described later. In particular, the CPU 731 executes a credit update program, converts credit data that acquired from a game controller 100 to money data, sums the converted money data with fraction money data contained in a management server 800, and then, transmits the summed data to an IC card 500.

In addition, the CPU 731 executes a human body detection actuating program and then determines whether or not to take the IC card 500 in a card stacker 714 with the use of human body detecting cameras 712 and 713 in a case where the number of credits based on the credit data that is acquired from the game controller 100 is not set to “0”.

Further, the CPU 731 executes an authentication program and then correlate an identification code contained in the IC card 500 and an identification code contained in the management server 800 with each other.

Furthermore, the CPU 731 executes a voice control program and then controls a voice control circuit portion 724 to be described later, based on an authentication result. The voice control used here designates a control that in a case where authentication fails, the CPU 731 controls the voice control circuit portion 724 to be described later and then broadcasts that such authentication fails from speakers 707 and 708. The communication portion 734 enables communication with the game controller 100.

Still furthermore, the CPU 731 executes a device program and then actuates and controls an LCD 719, microphones 704 and 705, and the speakers 707 and 708. Further, the CPU 731 executes an LED control program and then controls an LED718 to light in accordance with a remaining number of IC cards 500.

The ROM 733 is made of a memory device such as a flash memory, and stores permanent data to be executed by means of the CPU 731. For example, the ROM 733 has: a credit update program configured to rewrite the credit data that is stored in the IC card 500 in accordance with a command from the game controller 100; a human body detection actuating program; an authentication program; a voice control program, a device program; and an LED control program.

The RAM 732 temporarily stores data required to execute a variety of programs that are stored in the ROM 733. For example, the RAM 732 stores the credit data to be updated, based on a signal from the game controller 100. In addition, the RAM 732 stores a time when a player has been detected by means of the human body detecting cameras 712 and 713 and a time to be counted from that time point.

In addition, the unit controller 730 is connected to a human body detecting camera control portion 722, an LCD drive portion 723, a voice control circuit portion 724, a remaining card recognition input portion 727, a card entry/ejection drive portion 726, a card detection input portion 725, an LED drive portion 728, and a modulation/demodulation portion 721.

The human body detecting camera control portion 722 actuates and controls the human body detecting cameras 712 and 713 based on a command from the unit controller 730.

The LCD drive portion 723 actuates and controls the LCD 719 based on a command from the unit controller 730.

The voice control circuit portion 724 actuates and controls the microphones 704 and 705 and the speakers 707 and 708 based on a command from the unit controller 730.

The remaining card recognition input portion 727 inputs to the unit controller 730 a signal for determining a remaining number of IC cards 500 that are stacked in the card stacker 714 by means of a remaining card recognition sensor 717. The remaining card recognition sensor 717 used herein has a function of determining a remaining number of IC cards 500 that are stacked in the card stacker 714 with the use of an infrared-ray detecting mechanism, although not shown, for example.

The card entry/ejection drive portion 726 drives and controls a card entry/ejection mechanism 716 based on a command from the unit controller 730. The card entry/ejection mechanism 716 used here has a mechanism of taking an IC card 500 to the inside and a mechanism of ejection the taken IC card to the outside.

The card detection input portion 725 inputs a signal from a card detecting sensor 715 to the unit controller 730. The card detecting sensor 715 used here acquires a variety of data such as money data from the inserted IC card 500 or identification codes.

The LED drive portion 728 drives and controls an LED 718 to light, based on a command from the unit controller 730.

The modulation or demodulation portion 721 converts a high frequency signal from an antenna 701 to a signal that the unit controller 730 can control, whereas this portion converts a signal from the unit controller 730 to a signal that can be transmitted to the IC card 500, via the antenna 701.

The unit controller 730, the card entry/ejection drive portion 726, the card detection input portion 725, and the modulation/demodulation portion 721 described previously are also referred to as a card unit control controller altogether.

(Electrical Configuration of Ic Card)

Next, a configuration of a circuit included in an IC card 500 will be described with reference to FIG. 40 and FIG. 41.

The IC card 500 has an antenna 507, a power control circuit 504, a modulation/demodulation circuit 508, a display write IC 505, a display driver 506, and a display portion 510.

The antenna 507 transmits or receives a variety of signals via the antenna 701 that the PTS terminal 700 has.

The power control circuit 504 has a second voltage increase circuit 531 and a third voltage increase circuit 532. The second voltage increase circuit 531 increases the intensity of a signal from the antenna 507 up to a voltage that the modulation/demodulation circuit 508 to be described later can process. The third voltage increase circuit 532 increases a voltage from a power source up to a voltage for driving the display driver 506 to be described later.

The modulation/demodulation circuit 508 has a signal generator 521 and a waveform detector circuit 522. The signal generator 521 outputs a signal of a specific frequency and then mixes the output signal with a signal that is received from the antenna 507 to thereby convert the mixed signal to a signal that the display write IC 505 to be described later can process. The waveform detector circuit 522 detects the signal that is received from the antenna 507 as a waveform.

The display write IC 505 has a CPU 553, a credit data memory 552, and a display controller 551.

The CPU 553 executes a money data rewrite update program and then rewrites and updates the money data that is stored in the credit data memory 552, based on the money data that is acquired from the PTS terminal 700.

In addition, the CPU 553 controls the display controller 551, causes the money data that is stored in the credit data memory 552 to be used as a display data, and then, causes the display portion 510 to display the data via a display driver 506 to be described later.

The credit data memory 552 stores: the aforementioned money data rewrite update program; and credit-related data such as money data, identification codes, and display money data. The items of the credit-related data that are stored in the credit data memory 552 are used for computation or for display.

The display controller 551 acquires the display credit data that is stored in the credit data memory 552, based on a CPU 553 control signal, and then, causes the display portion 510 to display the acquired data via the display driver 506.

An IC card 500 has a communication IC 509. The communication IC 509 has: a first voltage increase circuit 543; a signal generator 546; a waveform detector circuit 545; a transmission control portion 544; a CPU 542, and an authentication memory 541. The first voltage increase circuit 543 increases terminal-side authentication data that is acquired from the PTS terminal 700 up to a voltage that the CPU 542 to be described later can process.

The signal generator 546 outputs a signal of a specific frequency and then mixes the output signal with a signal that is received from the antenna 507 to thereby convert the mixed signal to a signal that the CPU 542 can process. The waveform detector circuit 522 detects the signal that is received from the antenna 507 as a waveform.

The CPU 542 executes an authentication routine program and then transmits to the PTS terminal 700 an identification code that is stored in the authentication memory 541 to be described later, when an authentication request from the PTS terminal 700 occurs. The authentication memory 541 stores the authentication routine program that the CPU 542 uses and the identification code.

(Symbols, Combinations or the Like)

Symbols 301 that are displayed in display windows 7A, 7B, 7C, 7D, and 7E of the slot machine 10 described above form a symbol array by means of 22 symbols. Any code number of 0 to 21 is assigned to any of symbols configuring each symbol array, as shown in FIG. 42. Each symbol array is configured by allowing “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, and “APPLE” symbols to be combined with each other.

Three continuous symbols in symbol arrays are displayed (arranged) at a respective one of an upper stage 7 a, a middle stage 7 b, and a lower stage 7 c of each of the display windows 7A, 7B, 7C, 7D, and 7E, whereby a symbol matrix of five columns and three lines are configured in the display windows 7A, 7B, 7C, 7D, and 7E. The symbols configuring the symbol matrix starts scrolling when a game is started, if a start button is depressed after a BET button has been depressed. When a predetermined period of time has elapsed after scrolling has been started, scrolling of the respective symbols stops (are rearranged).

In addition, a variety of winning combinations are predetermined as to the respective symbols. A winning combination designates that a combination in a state in which a combination of symbols having stopped on a pay line is advantageous to a player. A word “advantageous state” designates a state such as a state in which coins according to a winning combination is paid out, a state in which the payout number of coins is added to credits, a state in which a bonus game is started.

Specifically, a bonus trigger is established when a combination of “APPLE” symbols has stopped on a pay line and then the play state migrates from a basic game to a bonus game. In addition, in a basic game, in a case where a combination of “CHERRY” symbols has stopped on a pay line, payout of twenty coins per 1 BET (variable values) is performed. In addition, in a basic game, in a case where a combination of “PLUM” symbols has stopped on a pay line, payout of five coins per 1 BET is performed.

A bonus game is a play state that is more advantageous than in a basic game. In addition, if a play state is advantageous to a player, i.e., if a play state is more advantageous than in a basic game, another bonus game may be employed together. For example, as another bonus game, there can be employed: a state in which more coins can be acquired than in a basic game, a state in which coins can be acquired at a higher probability than in a basic game, a state in which lesser coins are consumed than in a basic game; or a free game and the like.

(Prize Management Table)

FIG. 43 shows a prize management table for managing a prize to be awarded based on a winning combination. This prize management table is stored in a ROM 242 of a main control board 71, and items of prize information are associated with types of winning combination. For example, a prize corresponding to a “BELL” winning combination is “10”. A prize corresponding to a “BLUE 7” winning combination is “40”. In the embodiment, prizes in a basic game and in a free game are set to be equal to each other in amount.

(Number-of-Free-Games Table)

FIG. 44 shows a table to be referred to when determining the number of free games relative to the number of points that is acquired in a common game in a basic game. In the number-of-free-games table, the number of points that is awarded in a common game is associated with the number of free games. For example, in a case where the number of cumulative points is “4”, “80” free games are executed. In addition, in a case where the number of cumulative points is “8”, “160” free games are executed. In this manner, a result of a common game is successful in a basic game and then more points are acquired, whereby a free game can be continued longer.

(Reel Setting Table and Magnetic Force Detection Value Table)

FIG. 45 is an explanatory view showing a relationship between a reel setting table and a magnetic force detection value table in a case where a symbol array, a reel origin, and a magnetic detection value are associated with each other. The reel setting table has a code number field, a symbol array field, and a magnetic force detection value field. There exist five kinds of reel setting tables for first to fifth symbol arrays. FIG. 45 shows a reel setting table for the first symbol array. The reel setting table for the first symbol array shows that when a site of a reel M3 at which a “BLUE 7” symbol of code number “08” has been arranged is defined as a reel origin position, a magnetic force detection value (a reel origin magnetic force value) at the reel origin position is “ND78”, and shows a state of assigning a magnetic signal pattern made of a magnetic force detection value for one reel rotation (for one cycle) relative to symbols of all code numbers. In this manner, the reel setting table is capable of specifying rearranged symbols by reading each magnetic force detection value of a magnetic force signal pattern.

In addition, the magnetic force detection value table is a table for storing a magnetic force detection value obtained by numerically defining a magnetic force detection signal when the magnetic force detection signal is obtained by detecting a magnetic force in an external magnetic field when a reel M3 is rotated. That is, the magnetic force detection value table is capable of storing a magnetic force detection value of a magnetic signal pattern of one cycle or more. For example, in a case where a site of a reel M3 at which a “BLUE 7” symbols of code number “08” has been arranged is set or selected as a reel origin position, if a magnetic force detection value (a reel origin magnetic force value) obtained when an external command signal has been input is “ND78”, a magnetic force signal pattern is stored in a magnetic force detection value field so that the “ND78” is stored in the magnetic force detection value field that corresponds to code number “08” of the reel setting table.

(Processing Operation of Slot Machine 10: Startup Processing)

Next, startup processing to be performed in a slot machine 10 will be described. When power is supplied to the slot machine, a startup processing routine shown in FIG. 46 is executed on a motherboard 240 and a gaming board 250. In the embodiment, it is assumed that a memory card 253 is inserted into a card slot 253S of the gaming board 250 and then a GAL 254 is mounted on an IC socket 254S.

First, when a power switch is turned on (powered on) in a power unit 245, the motherboard 240 and the gaming board 250 are started up. After the motherboard 240 and the gaming board 250 have been started up, individual processing operations are made in parallel. That is, in the gaming board 250, a CPU 251 executes a processing operation of reading out a preliminary authentication program that is stored in a boot ROM 252 and a processing operation of performing preliminary authentication by means of the authentication program. The word “preliminary authentication” used here designates a processing operation of checking and authenticating that tampering of an authentication program is not performed in advance before being taken in the motherboard 240 in accordance with the preliminary authentication program (A1).

On the other hand, in the motherboard 240, a main CPU 241 executes a BIOS that is stored in a ROM 242. As a result, compression data that is incorporated in the BIOS is decompressed in a RAM 243 (B1). Then, the main CPU 241 executes the BIOS that is decompressed in the RAM 243 and then diagnoses and initializes a variety of peripheral devices (B2).

After that, the main CPU 241 reads out the authentication program that is stored in a ROM 255 via a PCI bus and stores the read out authentication program in the RAM 243 (B3). At this time, the main CPU 241 takes a check sum by means of an ADD SUM system (a standard check function), in accordance with a function of a standard BIOS of the BIOS. In this manner, it is checked whether or not the authentication program is stored in the RAM 243 smoothly without any problem.

Next, the main CPU 241 checks a member that is connected to an IDE bus. After that, the main CPU 241 provides an access via an IDE bus to a memory card 253 that is inserted into a card slot 253S and then reads out game programs and game system programs from the memory card 253. In this case, data configuring the game programs and the game system programs is read out by four bytes. Subsequently, the main CPU 241 performs authentication to check and certify that tampering of the read out game programs and game system programs is not performed, in accordance with the authentication program that is stored in the RAM 243 (B4).

After authentication processing completes normally, the main CPU 241 writes and stores the game programs and game system programs that are targeted for authentication (that have been authenticated) in the RAM 243 (B5).

Next, the main CPU 241 provides an access to a GAL 254 that is mounted on an IC socket 254S, reads payout rate setting data from the GAL 254, and then writes and stores the read data in the RAM 243 (B6). After that, the main CPU 241 performs a processing operation of reading out country identification information that is stored in the ROM 255 of the gaining board 250 and storing the read out country identification information in the RAM 243 (B7).

As a result of the fact that the above authentication processing has been executed, the main CPU 241 determines whether or not programs and data are normal (B8). If they are not normal (B8, NO), an abnormal signal including ID information for specifying a slot machine 10 is output to an intensive monitoring device, although not shown. The intensive monitoring device specifies an abnormal slot machine 10 based on the abnormal signal, instructs a staff waiting in the vicinity of the slot machine 10 to take troubleshooting processing, and stores abnormality history information such as a date and time when such an abnormality has occurred or a location where such an abnormality has occurred (B18). After that, a speaker 23 of the slot machine 10 generates a sound and then a light emitting portion 20 emits light, whereby an abnormal state is broadcasted. After that, this routine in the motherboard 240 is completed.

On the other hand, in a case where the programs and data are normal (B8, YES), operations of sensors or the like included in a slot machine 10 are checked in sequential order (B9). Then, it is determines whether or not all of the sensors or the like operate normally (B10). In a case where at least one of the sensors or the like fails (B10, NO), the steps B18 and B19 described above are executed and then this routine is completed.

On the other hand, in a case where all of the sensors or the like are normal (B10, YES), operations of all of driving mechanisms are then sequentially checked (B11). Then, it is determined whether or not all of the driving mechanisms operate normally (B12). In a case where at least one of the driving mechanisms fails (B12, NO), the steps B18 and B19 described above are executed and then this routine is completed. On the other hand, in a case where all of the drive mechanism are normal (B12, YES), operations of all of electrical accessories are then sequentially checked (B13). Then, it is determined whether or not all of the electrical accessories operate normally (B14). In a case where at least one of the electrical accessories fails (B14, NO), the steps B18 and B19 described above are executed and then this routine is completed.

On the other hand, in a case where all of the electrical accessories are normal (B14, YES), a startup signal indicating that they have started up normally is output to an intensive monitor device or the like, although not shown (B15). After that, basic game processing is executed (B16) and then this routine is completed. A detailed description of the basic game processing will be given hereinafter.

(Basic Game Processing)

FIG. 47 and FIG. 48 are flowcharts showing a flow of processing operation in a basic game of a slot machine 10, which is executed by means of the main CPU 241 of the slot machine 10. One routine of FIG. 47 and FIG. 48 corresponds to a unit game. It is assumed that the slot machine 10 is started up in advance, and on the other hand, variables employed in the main CPU 241 on the side of the game controller 1 are initialized at predetermined values, whereby the slot machine 10 operates normally.

First, it is determined whether or not a credit remains as a remaining number of coins that a player has inserted (S1). Specifically, the number of credits C that is stored in the RAM 243 is read out and then a processing operation based on the read out number of credits C is made. In a case where the number of credits C is “0” (S1, NO), a game cannot be started, and therefore, this routine is completed without making any processing operation. On the other hand, in a case where the number of credits C is “1” or more (S1, YES), it is determined that a credit remains and then the routine is caused to revert to S2.

In step S2, it is determined whether or not a press operation of an operating button 11 (a BET button) has been made (S2). In a case where the operating button 11 (the BET button) is not operated after a predetermined period of time has elapsed (S2, NO), a game condition is set (S3). Specifically, based on the operation of the operating button 11 (the BET button), the number of coins to be betted for a pay line in this game is determined. At this time, an operating signal that is issued by the fact that operation of the operating button 11 (the BET button) has been made is received, and based on the number of times of receiving the received operating signal, the number of BETs relating to a pay line is stored in a predetermine memory space of the RAM 243. Then, the number of credits C that is written in a predetermined memory space of the RAM 243 is read out. A total number of BETs to which the above number of BETs has been added is subtracted from the read out number of credits C. The subtracted value is stored in a predetermined memory space of the RAM 243.

After that, it is determined whether or not an operating button 11 (a start button) has been operated (S4). In a case where the operating button 11 (the start button) is not operated (S4, NO), S4 is repeatedly executed, whereby a standby state is established until the operating button 11 has been operated. In a case where the operating button 11 (the start button) has been operated (S4, YES), it is determined whether or not a common game is started (S5).

On the other hand, in a case where the operating button 11 (the BET button) has been pressed in step S2 (S2, YES), it is determined whether or not a value indicating the number of credits C is equal to or greater than a total number of BETs in a previous game. In other words, it is determined whether or not a game can be started by a press operation of the operating button 11 (the BET button). Specifically, when the operating button 11 (the BET button) is pressed, the number of credits C that is written in the predetermined memory space of the RAM 243 and the number of BETs relating to a pay line in a previous game are read out. Based on a relationship between the read out number of credits C and the number of BETs, a processing operation is made in accordance with whether or not the number of credits C is equal to or greater than a value indicating a total number of BETs in a previous game. In a case where the value indicating the number of credits C is less than the total number of BETs in the previous game (S16, NO), a game cannot be started, and therefore, this routine is completed without making any processing operation.

On the other hand, in a case where it is determined that the value indicating the number of credits C is equal to or greater than the total number of BETs in the previous game (S16, YES), the value indicating the total number of BETs in the previous game is subtracted from the value indicating the number of credits C. Then, the subtracted value is stored in the predetermined memory space of the RAM 243. After that, it is determined whether or not a common game is started (S5).

In a case where it is determined that the common game is started (S6, YES), a common game start flag is set to “ON” (S7). Specifically, data indicating that the game start flag has been set to “ON” is written in a memory space for the common game start flag of the RAM 243. On the other hand, in a case where it is determined that the common game is not started (S6, NO), combination determination processing is executed (58).

In the combination determination processing, a combination of stopped symbols along a pay line is first determined. Specifically, a command adapted to generate random numbers for a random number generator is issued. Then, a predetermined range of random numbers that is generated by means of the random number generator is extracted. The extracted random numbers are stored in a predetermined memory space of the RAM 243. While, in the embodiment, random numbers are generated in the random number generator that is provided outside of the main CPU 241, they may be generated in accordance with computation processing of the main CPU 241 without providing this random number generator.

After that, a random number table and a winning combination table for awarding a prize, each of which is stored in the ROM 242, are read out. The read out random number table and winning combination table are stored in a predetermined memory space of the RAM 243. Based on the random number table described above, stop-display is controlled for each reel.

Next, the random number table and winning combination table, each of which is started in the predetermined memory space of the RAM 243, are read out. While the random numeric values that are written in the predetermined memory space of the RAM 243 are defined as parameters, the random number table are to be referred to. Then, a combination of stopped symbols relating to a pay line is determined.

When a winning combination is determined, the winning combination table is stored in the predetermined memory space of the RAM 243. The random numeric values that are written in the predetermined memory space of the RAM 243 and the winning combination table are read out. Then, based on the random numeric values and winning combination table, a stopped symbol combination to be displayed in a stopped state is determined. At this time, a symbol arrangement table that is stored in the ROM 242 is read out by means of the main CPU 241 and then is stored and referred to in a predetermined memory space of the RAM 243. The determined stopped symbol data described above is stored in a predetermined memory space of the RAM 243. As a substitute, stopped symbols may be determined for each reel with the use of the random number table described above.

When a combination of stopped symbols relating to the pay line described above is determined, it is determined whether or not the combination of stopped symbols relating to the pay line is a winning combination. In a case where the combination of stopped symbols relating to the pay line is a winning combination, a flag indicating that a prize indicating a kind of the winning combination is to be awarded is activated in order to generate a prize that corresponds to a symbol combination that is the determined winning combination on the pay line. The flag indicating that the activated prize is to be awarded is stored in a predetermined memory space of the RAM 243. On the other hand, in a case where the combination of stopped symbols relating to the pay line is another combination, i.e., a losing combination, the flag indicating that the prize is to be awarded is not activated.

In the combination determination processing of step S8 described above, a combination may be determined as is the case with a unit game employing scatter symbols. In a case where scatter symbols are employed, it is determined whether or not a winning prize is established according to the number of scatter symbols having been rearranged. The number of scatter symbols having been rearranged can be counted according to symbols configuring the combination that is determined in accordance with the determination processing of step S8. For example, with the use of a code number indicating the determined combination, the number of scatter symbols can be counted referring to a data table shown in FIG. 42.

After the above combination determination processing has been executed, a subroutine of expectation value meter lighting control processing of FIG. 93 to be described later is invoked and executed (S18). Next, reels 30A, 30B, 30C, 30D, and 30E are rotated so as to move a plurality of symbols 301 in a plurality of display windows 7A to 7E (S9). In the step S9, a subroutine of FIG. 66 to be described later is invoked and executed. The processing operation of starting reel rotation shown in FIG. 66 is executed, whereby a normal rotation mode or a variety of special rotation modes are selected and then reel rotation control is performed. After that, the routine is waited until a predetermined period of time has elapsed (S10). Then, rotation of the reels 30A, 30B, 30C, 30D, and 30E is automatically stopped (S11). In the step S11, a subroutine of FIG. 67 to be described later is invoked and executed. The processing operation of stopping reels shown in FIG. 66 is executed, whereby reel stop control is performed in a normal stop mode or in a special stop mode. In accordance with the processing operation of the step S11, the reels 30A, 30B, 30C, 30D, and 30E are automatically controlled to be stopped so as to form a combination that is determined in accordance with the combination determination processing of step S8. That is, in accordance with the processing operation of the step S11, symbols are rearranged so as to form a combination that is determined in accordance with the combination determination processing of step S8.

Next, in the combination determination processing in step S8, it is determined whether or not a winning combination is established (S12). Specifically, this determination is made based on a state of a flag indicating that a prize relating to a pay line stored in a predetermined memory space of the RAM 243 is to be awarded. In a case where the flag indicating that the prize is to be awarded is not activated (S12, NO), it is determined that no winning combination is established and then this routine is completed.

On the other hand, in a case where the flag indicating that the prize is to be awarded is activated (S12, YES), it is determined whether or not a winning combination established in accordance with the combination determination processing in S8 is “BLUE 7”. Specifically, in a case where the winning combination is “BLUE 7” (S13, YES), coins whose number according to the winning combination are paid out (S17) and then this routine is completed.

On the other hand, in a case where the winning combination is not “BLUE 7” (S13, NO), it is determined whether or not a common game completion flag is set to ON (S14). Specifically, it is determined whether or not data indicating that the common game completion flag is set to ON is written in a common game completion flag region of the RAM 243. In a case where the common game completion is not set to ON (S14, NO), S14 is repeatedly executed, whereby a standby state is established. In addition, in a case where the common game completion flag is set to ON (S14, YES), free game processing is executed (S15). Then, this routine is completed.

<<Bonus Game Processing>>

FIG. 49 is a subroutine showing bonus game processing to be invoked and executed in step S15 of FIG. 48. A bonus game is started after the routine has migrated from a basic game to the bonus game on a condition that five or more bonus symbols have been rearranged in the basic game. This bonus game is a game to be played by determining a magnification of bonus symbols in accordance with roulette lottery processing and then determining a prize to be awarded to a player in accordance with the prize when a free game has been played and the determined magnification.

First, the CPU 71 determines the number of times of roulette lottery, based on the number of bonus symbols that have been rearranged in a basic game (step S4911). For example, when five bonus symbols have been rearranged in a basic game, the number of times of roulette lottery is determined to be once; when six bonus symbols have been rearranged, the number is determined to twice; when seven bonus symbols have been rearranged, the number is determined to be three times; when eight bonus symbols have been rearranged, the number is determined to be five times; when nine bonus symbols have been rearranged, the number is determined to be seven times; and when ten bonus symbols have been rearranged, the number is determined to be ten times. In this way, the more bonus symbols have been rearranged in a basic game, the more times of roulette lottery are.

Next, the CPU 71 performs roulette lottery processing (step S4913). A magnification is determined in accordance with this roulette lottery processing. For example, when a plurality of magnifications are 15, 20, 25, 50, 100, 200, 250, 500, and 1000, one of these magnifications is determined in accordance with the roulette lottery processing.

In addition, in the processing of the step S4913, the upper image display panel 131 displays an image simulating a roulette board on which images indicating a plurality of magnifications are arranged in a circumferential shape. When roulette lottery starts, the images indicating the plurality of magnifications are selected on a one by one image basis and then the selected images are displayed in an illumination mod and are displayed in a non-illumination mode. The illumination display and the non-illumination display are sequentially made as to the images indicating the plurality of magnifications, thereby making a display in such a manner that a magnification is determined by means of a roulette as if the illumination display and the non-display display were rotating.

Duplicated same magnifications may be included in the images indicating the plurality of magnifications. For example, it may be that three low magnifications 15 or 20 are included, two 25 or 30 magnifications are included, and only one magnification that is greater than these magnifications is included. By doing this, a lower magnification can be defined to be easily won, and a higher magnification can be defined to be hardly won.

In addition, when roulette lottery processing is performed a plurality of times, a roulette is disabled to stop at an image indicating a magnification have been won once. By doing this, a player can be given a sense of expectation that a higher magnification will be won. In a case where a plurality of same magnifications are included in duplicate, a roulette is enabled to stop at a different image with a same magnification. For example, in the example described above, three low magnifications 15 (a first magnification 15, a second magnification 15, and a third magnification 15) are included. After the first magnification 15 has won in a first time of winning prize determination processing, winning prize determination processing is executed excluding this first magnification 15. That is, in a case where the first magnification 15 has won in the first time of winning prize determination processing, the second magnification 15 and the third magnification 15 are targeted for winning prize determination processing as to the magnifications 15. Therefore, even in a case where the magnification 15 (the first magnification 15) has won in the first time of the winning prize determination processing, 15 there may occur a case of winning in the second time of the winning prize determination processing (winning of the second magnification 15 and the third magnification 15).

Next, the CPU 71 stores a magnification that is determined in accordance with the roulette lottery processing of step S4913 (step S4915). In addition, the processing of step S4915, an image of the magnification that is determined in accordance with the roulette lottery processing is finally displayed to be illuminated. By doing this, a player can visually recognize the magnification that is determined in accordance with the roulette lottery processing.

Next, the CPU 71 determines whether or not to complete roulette lottery processing (step S4917). As described above, the number of times of roulette lottery is determined in accordance with the processing operation of step S4911, and roulette lottery processing can be performed by the determined number. The determination of step S4917 is a processing operation of determining whether or not roulette lottery processing has been performed by the determined number in the processing operation of step S4911.

Next, when the CPU 71 determines that roulette lottery processing is not completed in the determination processing of step S4917 (NO), the CPU 71 causes the routine to reverts to the step S4913 described above.

When roulette lottery processing has been performed a plurality of times, the magnification that is determined in each lottery processing operation is added and then the added magnification is stored in the processing operation of step S4915. For example, when the number of times of roulette lottery has been determined to be two times in accordance with the processing operation of step S4911, the roulette lottery processing of step S4913 is repeated two times. After a magnification has been set to 50 in a first time of roulette lottery processing, when a magnification has been set to 50 in a second time of roulette lottery processing as well, the added 100 (=50+50) is set as a magnification that is determined in the roulette lottery processing and then the setting is stored in the processing operations of step S4915.

When the CPU 71 determines that roulette lottery processing has been competed in the determination processing of step S4917 (YES), a counter indicating the number of free games is initialized (step S4919). For example, the counter indicating the number of free games is set to 7. By doing this, seven free games can be performed.

Next, the CPU 71 performs a free game using five reels M3 a to M3 e (step S4921). Then, the CPU 71 determines a prize to be awarded to a player, based on a result of the free game (step S4923). Specifically, when bonus symbols have been displayed in a stopped state by rearranging them after the free game has been performed, a numeric value obtained by multiplying the probability described above for the number of bonus symbols that are displayed in a stopped state is awarded to a player as a prize.

For example, after a free game has been performed once, when four bonus symbols have been displayed in a stopped state, a magnification is determined to be 100 (=50+50) in the example described above; and therefore, in the free game at that time, 4×100=400 is awarded to a player as a prize.

Next, the CPU 71 updates a counter indicating the number of free games (step S4925). For example, the counter indicating the number of free games is subtracted by 1.

Next, the CPU 71 determines whether or not to complete the free game (step S4927). For example, the CPU 71 determines whether or not a value of the counter indicating the number of free games is set to zero.

When the CPU 71 determines that the free game is not completed (NO), the CPU 71 determines whether or not to perform retrigger from a result of the free game that has been performed in step S4921 (step S4929). Retrigger is to change a magnification by performing roulette lottery processing again. For example, a condition for performing retrigger is that five or more bonus symbols have been displayed in a stopped state in a free game. That is, the determination processing of step S4929 is a processing operation of determining whether or not five or more bonus signals have been displayed in a stopped state in a free game.

When it is determined that retrigger is performed in the determination processing of step S4929 (YES), roulette lottery processing is performed (step S4931), a magnification is changed (step S4933), and then the counter indicating the number of free games is updated (step S4935).

The roulette lottery processing of step S4931 is a processing operation similar to that of the step S4913 described above. Further, like the steps S4911 to S4917 described above, the number of times that roulette lottery can be performed may be determined according to the number of bonus symbols that have been displayed in a stopped state in a free game.

A processing operation of changing a magnification in step S4933 is a processing operation of adding a current magnification to the magnification that determined in the processing operation of the step S4915 described above. For example, when a magnification 100 has newly won in the processing operation of step S4931, the magnification has been already set to 100 (50+50) in the example described above; and therefore, 100+100=200 is updated as a new magnification in accordance with the processing operation of step S4933. In a free game to be performed after that, this new magnification is multiplied and then a prize is determined.

A processing operation of updating the counter indicating the number of free games in step S4935 is a processing operation of increasing the number of free games to a predetermined number of times, for example, five times.

When the CPU 71 determines that no retrigger is performed in the determination processing of the step S4929 described above (NO) or when the CPU 71 executes the processing operation of step S4935, the CPU 71 causes the routine to revert to step S4921.

In addition, when it is determined that a free game is completed in the determination processing of the step S4927 described above (YES), this subroutine is completed.

(Common Game Processing)

Next, common game processing will be described with reference to FIG. 50.

First, a common game screen that is a rendering screen at the time of stopping a common game is displayed in an upper liquid crystal display panel 5A (S201). Then, it is determined whether or not a common game start flat is set to ON. Specifically, it is determined whether or not data indicating that the common game start flag is set to ON is written in a region of the game start flag of a RAM 243 (S202).

In a case where the common game start flag is not set to ON (S202, NO), this routine is completed. On the other hand, in a case where the common game start flag is set to ON (S202, YES), a rendering screen at the time of common game execution is displayed in the upper liquid crystal panel 5A (S204).

Next, a common game is started (S205). Then, it is determined whether or not a player has won the common game (S206). Specifically, it is determined whether or not the common game is caused to be successful with the use of random numeric values obtained by extracting random numbers.

After that, it is determined whether or not the player has won the common game (S207). In the case where the player has won the game (S207, YES), a cumulative number of points is counted up by 1 point (S208) and then the cumulative number of points is displayed (S209). Then, it is determined whether or not the common game has been executed a predetermined number of times (S210). On the other hand, in a case where the player has not won the game (S207, NO), it is determined whether or not the common game has been executed a predetermined number of times without counting up the cumulative number of points (S210).

In a case where the common game has not been executed a predetermined number of times (S210, NO), the game is executed again from S203 and then a next common game is started. For example, in a case where a common game has been repeatedly performed 10 times, for example, (S210, YES), a current screen is switched to a basic game screen (S211). After that, the number of free games is determined (S212) and then the cumulative number of points is reset (S213). Then, the common game completion flag is set to ON (S214) and then this routine is completed.

(First Reel Setting Processing)

First reel setting processing will be described with reference to FIG. 51. First, it is determined whether or not a reel setting command has been executed (S501). If no reel setting command is executed (S501, NO), this processing operation is completed. On the other hand, as shown in FIG. 1, if a reel setting device 635 is connected to a slot machine 10 to enable data communication therewith, it is determined that the reel setting command has been executed by sensing this connection (S501, YES). It may be determined that the reel setting command has been executed by a reel setting command signal being transmitted to a main PCB 110 of the slot machine 10 by means of key operation in the reel setting device 635. After that, the slot machine 10 instructs the reel setting device 635 to display a setting screen. In this manner, the reel setting device 635 displays a procedure for reel setting or a manual on a screen (S502).

Next, an operator makes key operation from the reel setting device 635, whereby it is determined whether or not a data signal of a reel number has been received from the reel setting device 635 (S503). In a case where no data signal has been received (S503, NO), a standby state is established by executing 5503 again. On the other hand, in a case where the data signal of the reel number has been received (S503, YES), any one the first to fifth reel units M11 a to M11 e that corresponds to the reel number is targeted to be set and then the following processing operation is executed.

First, an operator having specified a reel number manually operates a reel M3 of each of the first to fifth reel units M11 a to M11 e that corresponds to the specified reel number. Then, a magnetic force signal pattern for at least one rotation is acquired and then the acquired pattern is stored in a magnetic force detection value table of FIG. 45 (S504). After that, it is determined whether or not an operation command signal has been input (S504), or in a case where the signal is not input (S504, NO), a standby state is established.

The operation command signal is input to a slot machine 10 by the reel setting device 635 being made by key operation when a specific site has moved a predetermined position (a rotation angle of a predetermined reel M3) in a case where the specific site such as a specific symbol 501 is defined as a reel origin position. When an operation command signal is input (S504, YES), a magnetic force detection signal is read with an input timing of this operation command signal and then a magnetic force detection value of this magnetic force detection signal is acquired as a reel origin magnetic force value (S506).

After that, a magnetic force signal pattern, a reel origin magnetic force value, and a symbol are associated with each other (S507). For example, as shown in FIG. 45, in a case where a site of a reel M3 on which a “BLUE 7” symbol of code number “08” has been arranged is set or selected as a reel origin position, if a magnetic force detection value (a reel origin magnetic force value) obtained when an external command signal has been input is “ND78”, a magnetic force signal pattern is stored in a magnetic force detection value field so that the “ND78” is stored in a magnetic force detection value field that corresponds to code number “08” of a reel setting table.

As described above, a slot machine 10 of the embodiment, as shown in FIG. 1, has: a reel M3 having symbols 501 arranged on an outer circumferential face; a reel drive mechanism M5 configured to rearrange the symbols 501 by rotationally driving the reel M3; a magnet M201 that is provided in the reel drive mechanism M5 so as to change an external magnetic field by means of rotation of the reel M3; a magnetic force detecting mechanism M202 configured to output a magnetic force detection signal by detecting a magnetic force in the external magnetic field; a reel setting means for associating a magnetic force detection signal and an arrangement position of the symbols 501 with each other (a reel setting portion 632 of FIG. 2); and a reel drive control means (a main PCB 110 of FIG. 38 and FIG. 39) for controlling the reel drive mechanism M5 so as to rearrange the symbols 501 in a predetermined arrangement state based on the magnetic force detection signal and the arrangement position of the symbols 501.

In this manner, a slot machine 10 is capable of reducing a work load required for arrangement more remarkably than in a case where symbols 501 are arranged while being positioned relative to a predetermined position (an origin position) of a reel M3, in a case where symbols 501 are arranged on an outer circumferential face of the reel M3.

Second Embodiment

The first embodiment described a configuration of achieving reel control in an analog manner by associating a magnetic force signal pattern for one cycle, in which a magnetic force changes with rotation of a reel M3, and a symbol array. Next, a description will be given with respect to a configuration of achieving reel control in a digital manner by forming a digital signal, based on the change of the magnetic force described above.

(Outline of Gaming Machine)

A gaming machine of a second embodiment, as shown in FIG. 52, has a slot machine 10 that has been provided paying attention to the fact that encoder signals includes an origin pulse signal and a position pulse signal. An encode signal can be formed by obtaining a plurality of magnetic force detection signals having a phase difference of 90 degrees, for example, by disposing a plurality of the magnetic force detecting mechanisms M202 in FIG. 1 in a point-symmetrical manner relative to a rotation center.

The slot machine 10 has a reel device M1 of mechanism reel system that is capable of rearranging symbols 501 with the use of only an encoder signal that is output with rotation of a reel M3 by associating a origin pulse signal and the arrangement position of symbols 501 with each other by means of a correction pulse value based on a position pulse signal.

In a specific description, the slot machine 10 has: a reel device M1 including a reel M3 and a reel control portion 631 of FIG. 53 configured to control the reel device M1. The reel device M1 has: a reel M3 having symbols 501 on an outer circumferential face; a reel drive mechanism M5 configured to rearrange the symbols 501 by rotating driving the reel M3; a reel angle detecting mechanism M2 configured to output a position pulse signal in units of predetermined angles by means of rotation of the reel M3 and to output an origin pulse signal every one rotation of the reel M3; and a reel setting means (a reel setting portion 632 of FIG. 53) for associating an origin pulse signal and the arrangement position of the symbols 501 in accordance with a correction pulse value based on a position pulse signal.

In addition, the reel control portion 631 of FIG. 53 include, as a reel drive control means, a function of controlling the reel drive mechanism M5 so as to rearrange symbols 501 in a predetermined arrangement state, based on a origin pulse signal, a correction pulse value, a phase difference pulse signal, and the arrangement position of the symbols 501.

In this manner, a slot machine 10 is capable of indirectly detecting the arrangement position of the symbols 501 based on the origin pulse signal, the correction pulse value, and the phase difference pulse signal even if the arrangement position of the symbols 501 is not directly detected by means of a sensor or the like, by associating the origin pulse signal and the arrangement position of the symbols 501 with each other in accordance with the correction pulse signal based on the position pulse signal that is output in units of predetermined angles. Therefore, even if a positional relationship between the symbols 501 and the reel M3 is not preset, the symbols 501 arranged on the reel M3 can be specified, so that the symbols 501 can be rearranged in a predetermined arrangement state. As a result, in a case of performing a work of arranging the symbols 501 on the outer circumferential face of the reel M3, a work load required for arrangement can be reduced more remarkably than in a case of arranging the symbols 501 while positioning them with respect to a predetermined position (an origin position) of the reel M3.

(Functional Flow of Gaming Machine 300: Slot Machine)

A gaming machine 300 configured as described above has: a slot machine 10 and an external control device 621 (a center controller 200) that is connected to the slot machine 10 to enable data communication therewith. The slot machine 10 enables a reel setting device 635 to be connected thereto via a transmitting/receiving portion 652. The reel setting device 635 has a function as an external operating means for outputting an operation command signal by means of an external operation.

Further, the slot machine 10 has a reel control portion 631, a reel setting portion 632, a reel setting storage portion 633, a reel angle detecting portion 634, and a reel origin detecting portion 636. The reel origin detecting portion 636 has a function of outputting a reel origin signal when an origin position of a reel M3 has been detected. On the other hand, the reel angle detecting portion 634 has a function of outputting a position pulse signal, an origin pulse signal, and a phase difference pulse signal.

Specifically, the reel angle detecting portion 634 is an encoder device configured to output a position pulse signal, an origin pulse signal, and a phase difference pulse signal by magnetically detecting rotation of a reel M3. The position pulse signal is output in units of predetermined angles by means of rotation of the reel M3. The origin pulse signal is output every one rotation of the reel M3. The pulse difference pulse signal is output with a phase difference of 90 degrees, for example, so as to be able to detect forward and backward directions of the reel M3.

The reel setting storage portion 633 stores a variety of data required for reel setting such as a correction pulse value based on a position pulse signal. The reel control portion 631 has a function of controlling a reel device M1 so as to rearrange symbols 501 in a predetermined arrangement state based on an origin pulse signal, a correction pulse value, a phase difference pulse signal, and the arrangement position of symbols 501.

The reel setting portion 632 has a function of associating an origin pulse signal and the arrangement position of symbols 501 with each other in accordance with a correction pulse value based on a position pulse signal. Specifically, the reel setting portion 632 has a function of starting counting of a phase difference pulse signal with an output timing of an operation command signal and then defining a count value when counting has been stopped with an output timing of the origin pulse signal as a correction pulse value. In this manner, the operation command is output by means of an external operation; and therefore, symbols 501 can be positioned at a predetermined position (an origin position) of a reel M3 merely by performing a setting work of operating the reel setting device 635 with a timing when a predetermined arrangement state has been established while an operator visually check the arrangement state of the symbols 501. As a result, the reel setting portion 632 enables a work of setting a positional relationship between the symbols 501 and the reel M3 to be easily started by means of operation of the reel setting device 635.

Further, the reel setting portion 632 has a function of detecting whether a rotation direction of a reel M3 is either of the forward and backward directions by means of a phase difference pulse signal, and when the phase difference pulse signal is counted, offsetting the phase difference pulse signal at the time of forward rotation and the phase difference pulse signal at the time of backward direction. In this manner, the reel setting portion 632 enables a correction pulse value to be precisely obtained even if a reel rotation direction is indefinite by offsetting the phase difference pulse signal at the time of forward direction and the phase difference pulse signal at the time of backward rotation.

Furthermore, a slot machine 10 has a malfunction sensing portion 637. The malfunction sensing portion 637 has a function of sensing an malfunction of a reel angle detecting portion 634 based on a relationship between an origin position and an origin pulse signal of a reel M3 that have been detected by means of a reel origin detecting portion 636. In this manner, the malfunction sensing portion 637 senses an malfunction of the reel angle detecting portion 634 to thereby able to prevent an occurrence of a failure that symbols 501 are not rearranged in a predetermined arrangement state. Other constituent elements are identical to those of the first embodiment.

(Electrical Configuration of Slot Machine: Reel Device M1)

A reel device M1 is connected to a main PCB 110. As shown in FIG. 54, each of the first to fifth reel units M11 a to M11 e has a reel board M67. The reel board M67 has: an input/output portion 675 that is connected to the main PCB 110 to enable data communication therewith; a reel drive portion M672 that is connected to the input/output portion M675; a backlight drive portion M673; and a rendering device drive portion M674. An origin sensor M671 and an encoder device M21 are respectively connected to the input/output portion M675.

(Reel Setting Table)

FIG. 55 shows an example of a data table that is employed in a case of computing a correction symbol center value. This data table has: an item field adapted to store an item required to compute the correction symbol center value; a computation formula field adapted to store a computation formula of an item required for computation; an item value field adapted to a specific value of each item; and a symbol data field adapted to store a computation value of each symbol.

The item field has a “reel number”, a “number of symbols N”, a “code number”, a “number of periodic pulses EP”, a “number of unit pulses UP”, a “symbol boundary value Pn”, a “symbol center value SPn”, a “correction pulse value AP”, and a “correction symbol center value ASPn”.

The “reel number” is data for specifying any of the first to fifth reel units M11 a to M11 e. For example, in a case where the “item value” corresponding to the “reel number” is set to “1”, it designates that the first reel unit M11 a has been selected. That is, reel numbers “1” to “5” are assigned to the first to fifth reel units Mlla to Mlle, and an operator can arbitrarily specify these reel numbers.

The “number of symbols N” is data for specifying the number of symbols 501 that are arranged on a reel M3. For example, in a case where the “item value” corresponding to the “number of symbols N” is “22”, 22 items of numeric value data of “00” to “21” are assigned to the symbol data field corresponding to the “code number”. The “number of periodic pulses EP” is the number of pulses to be output in a case where the reel M3 has made one rotation, and “200” is input, for example. In this case, the resonance of an encoder device M21 is indicated to be 200.

The “number of unit pulses UP” stores a computation value of the number of periodic pulses EP/the number of symbols N. That is, “18” is stored. In this case, a width of one symbol 501 is indicated to be 18 pulses. The “symbol boundary value Pn” indicates a boundary value of each of symbols 501 to which code symbols “00” to “21” have been set. In the case where n=N−1, i.e., in the symbols 501 of the code numbers “00” to “20”, the symbol boundary value Pn is obtained in accordance with a computation formula of Pn=UPn×n. On the other hand, in the case where n=N, i.e., in the symbols 501 of the code numbers “00” to “20”, the symbol boundary value Pn is obtained in accordance with a computation formula of Pn=EP. In this manner, a boundary value between the “code numbers” of “00” and “01” is set to “18”, and a boundary value between the “code numbers” of “01” and “02” is set to “36”.

The “symbol center value SPn” indicates an approximate value of a center point on the boundary of the respective symbols 501. Specifically, the symbol center value SPn is obtained in accordance with a computation formula of Sp≈Pn−Upn/2. For example, in a case where the “code number” is “00”, “9” is set, and in a case where the “code number” is “01”, “27” is set.

The “correction pulse value AP” indicates a total value of position pulse signals from starting counting of positional pulse signals at an actual origin position of a reel M3 instructed by an operator to an input of an origin pulse signal. That is, in a case where the reel M3 has been rotated in a forward direction, AP=AP is obtained. In a case where the reel M3 has been rotated in a backward direction, AP=EP−AP is obtained. That is, a correction pulse value is subtracted from “200” indicating the number of periodic pulses EP, whereby a value is obtained after converted to a state in which the reel M3 has been rotated in a forward direction. For example, in a case where the “correction pulse value AP” of “70” is set, it indicates that a position pulse signal is generated by 70 pulses until an origin pulse signal of the encoder device M21 has been input from an origin position of the reel M3 (a reel band M32).

The “correction symbol center value ASPn” is a value indicating a relationship between an origin pulse signal that is corrected by a correction pulse value AP and a position pulse signal of a symbol 501. That is, in accordance with a computation formula of ASPn=SPn+AP, a relationship between the origin pulse signal and the center position of the symbol 501 can be detected by means of the position pulse signal. For example, in a case where the “code number” is “00”, “79” is set, it indicates that a 79^(th) pulse of the position pulse signal from an output of the origin pulse signal becomes a center point of the symbol 501 that is assigned by “00”.

Such data tables are respectively provided as to the first to fifth reel units M11 a to M11 e, thereby making it possible to individually set reel specifications for the number of symbols, for example, as to the first to fifth reel units M11 a to M11 e. Other constituent elements are identical to those of the first embodiment.

(Processing Operation of Slot Machine 10)

In the configuration described above, an operation of a slot machine 10 will be described. Other processing operations are identical except that second reel setting processing is executed in place of first reel setting processing in the first embodiment.

(Second Reel Setting Processing)

The second reel setting processing will be described with reference to FIG. 56. First, it is determined whether or not a reel setting command has been executed (S301). In a case where the reel setting command is not executed (S301, NO), this processing operation is completed. On the other hand, as shown in FIG. 52, if a reel setting device 635 is connected to a slot machine 10 to enable data communication therewith, it is determined that the reel setting command has been executed by sensing this connection (S301, YES). It may be determined that the reel setting command has been executed by a reel setting command signal being transmitted to a main PCB 110 of the slot machine 10 by means of key operation in the reel setting device 635. After that, the slot machine 10 instructs the reel setting device 635 to display a setting screen. In this way, the reel setting device 635 displays a reel setting procedure or a manual on a screen (S302).

Next, an operator makes key operation from the reel setting device 635, whereby it is determined that a data signal of a reel number has been received from the reel setting device 635 (S303). In a case where no data signal has been received (S303, NO), a standby state is established by executing S303 again. On the other hand, in a case where the data signal of the reel number has been received (S303, YES), each of the first to fifth reel units M11 a to M11 e that correspond to the reel number is targeted to be set and then the following processing operation is executed.

First, it is determined whether or not an operation command signal has been received (S304). In a case where no operation command signal has been received (S304, NO), a standby state is established by executing S304 again. In this standby state, an operator having specified a reel number manually rotates a reel M3 of each of the first to fifth reel units M11 a to M11 e that corresponds to the specified reel number. Then, when a predetermined site of a specific symbol 501 or the like on the reel M3 coincides with a reel origin position, an operation command signal is output to a slot machine 10 by means of key operation of the reel setting device 635. When this operation command signal is input (S304, YES), the input operation command signal is handled as being a reel origin signal. Then, a correction pulse signal is reset to “0” (S305).

After that, input of encoder signals made of a position pulse signal or a phase difference pulse signal and an origin pulse signal from a reel angle detecting mechanism M2 is accepted (S306). An operator rotates a reel M3 in a forward direction or in a backward direction, whereby it is determined whether or not the position pulse signal has been input (S307). In a case where no position pulse signal has been input (S307, NO), it is subsequently determined whether or not the origin pulse signal has been input (S311). In a case where no origin pulse signal has been input (S311, NO), S307 is executed again and then acceptance of input of the position pulse signal is continued.

On the other hand, in a case where the position pulse signal has been input (S307, YES), it is subsequently determined whether or not a rotation direction of a reel M3 is a forward rotation based on the phase difference pulse signal (S308). In a case where the rotation direction is a forward rotation (S308, YES), a correction pulse value is counted up by “1” (S309) and then it is determined whether or not the origin pulse signal has been input (S311). On the other hand, in a case where the rotation direction is not a forward direction (S308, NO), the correction pulse value is counted down by “1” (S310) and then it is determined that the origin pulse signal has been input (S311). In this manner, even in a case where the rotation direction of the reel M3 is in a state in which forward and backward directions coexist or in a case where a fluctuation occurs when the reel M3 is manually rotated, the correction pulse value can be precisely obtained.

Next, when the origin pulse signal is input (S311, YES), the counted up or counted down correction pulse value is stored in a reel setting table of FIG. 55 together with a reel number (S312). After that, the correction symbol center value is obtained with the use of the reel setting table (S313).

As described above, the slot machine 10 of the second embodiment, as shown in FIG. 52, has: a reel M3 having symbols 501 arranged on an outer circumferential face; a reel drive mechanism M5 configured to rearrange the symbols 501 by rotationally driving the reel M3; a reel angle detecting mechanism M2 configured to output a position pulse signal in units of predetermined angles by means of rotation of the reel M3 and to output an origin pulse signal every one rotation of the reel M3; a reel setting means (a reel setting portion 632 of FIG. 53 or first reel setting processing of FIG. 51) configured to associate the origin pulse signal and an arrangement position of the symbols 501 with each other in accordance with a correction pulse value based on the position pulse signal; and a reel drive control means (a main PCB 110 of FIG. 54) configured to control the reel drive mechanism M5 so as to rearrange the symbols 501 in a predetermined arrangement state based on the origin pulse signal, the correction pulse value, a phase difference pulse value, and the arrangement position of the symbols 501.

In this manner, the slot machine 10 is capable of reducing a work load required for arrangement more remarkably than in a case of arranging symbols 501 while positioning them relative to a predetermined position (an origin position) of the reel M3, in a case of performing a work of arranging the symbols 501 on the outer circumferential face of the reel M3.

(Malfunction Sensing)

Further, the slot machine 10 of the second embodiment is capable of sensing a malfunction of a reel angle detecting mechanism M2. Hereinafter, a detailed description thereof will be described with reference to FIG. 57 to FIG. 59.

Check pulse value acquisition processing of FIG. 58 and third reel setting processing of FIG. 59 are executed. In the check pulse value acquisition processing of FIG. 58, it is determined whether or not a reel setting command has been executed (S401). In a case where the reel setting command has not been executed (S401, NO), this processing operation is completed. On the other hand, as shown in FIG. 53, if the reel setting device 635 is connected to the slot machine 10 to enable data communication therewith, it is determined that the reel setting command has been executed by sensing this connection (S401, YES).

Next, an operator makes key operation from the reel setting device 635, whereby it is determined whether a data signal of a reel number has been received from the reel setting device 635 (S402). In a case where no data signal has been received (S402, NO), a standby state is established by executing 5402 again. On the other hand, in a case where the data signal of the reel number has been received (S402, YES), each of the first to fifth reel units M11 a to M11 e that correspond to the reel number is targeted to be set and then the following processing operation is executed.

First, an input of an encoder signal has been accepted (S403). Then, it is determined whether or not a reel origin signal has been input from an origin sensor M671 of FIG. 21 (S404). In a case where no reel origin signal has been input (S404, NO), a standby state is established by executing S404 again. On the other hand, if an origin sensor M671 of FIG. 21 detects a cutout portion M921 of FIG. 25, whereby it is determined that a reel origin signal has been input (S404, YES), a check pulse value is reset to “0” (S405). After that, an acquisition completion flag of the check pulse value is set to OFF (S406).

Next, it is determined whether or not a position pulse signal has been input (S407). In a case where no position pulse signal has been input (S407, NO), it is subsequently determined whether or not an origin pulse signal has been input (S411). In a case where no origin pulse signal has been input (S411, NO), S407 is executed again and then acceptance of an input of the positional pulse signal is continued. In a case where the position pulse signal has been input (S407, YES), it is subsequently determined whether or not a rotation direction of a reel M3 is a forward rotation based on a phase difference pulse signal (S408). In a case where the rotation direction is a forward rotation (S408, YES), the check pulse value is counted up by “1” (S409) and then it is determined whether or not the origin pulse signal has been input (S410). On the other hand, in a case where the rotation direction is not a forward rotation (S408, NO), the check pulse value is counted down by “1” (S410) and then it is determined whether or not the origin pulse signal has been input (S411). If the origin pulse signal has been input (S411, YES), a correction pulse value having been counted up or counted down is stored together with the reel number (S412).

In addition, in the third reel setting processing of FIG. 59, after an origin pulse signal has been input (S311, YES), a standby state is established until a check pulse value is acquired by checking an acquisition completion flag (S314). In this manner, the check pulse value can be acquired during a work of acquiring a correction pulse value. Other steps are identical to those of the first reel setting processing in FIG. 51.

After the check pulse value has been acquired as described above, it is determined whether or not a relationship between an origin position of a reel M3 and an origin pulse signal (a total value of position pulse signals) coincides with the acquired check pulse value during operation of the slot machine 10. If the relationship coincides with the value, it is determined to be normal, and if not, it is determined to be abnormal, whereby a malfunction of the reel angle detecting mechanism M2 is sensed.

As described above, the slot machine 10 of the second embodiment, as shown in FIG. 57, includes: a reel M3 having symbols 501 on an outer circumferential face; a reel drive mechanism M5 configured to rearrange the symbols 501 by rotationally driving the reel M3; a reel angle detecting mechanism M2 configured to output a position pulse signal in units of predetermined angles by means of rotation of the reel M3 and to output an origin pulse signal every one rotation of the reel M3; a reel setting means (a reel setting portion 632 of FIG. 53 or third setting processing of FIG. 59) configured to associate the origin pulse signal and an arrangement position of the symbols 501 with each other in accordance with a correction pulse value based on the position pulse signal; a reel drive control means (a main PCB 110 of FIG. 54) configured to control the reel drive mechanism M5 so as to rearrange the symbols 501 in a predetermined arrangement state based on the origin pulse signal, the correction pulse value, a phase difference pulse signal, and the arrangement position of the symbols 501; a reel origin detecting mechanism (an origin sensor 671 of FIG. 21 or a cutout portion M921 of FIG. 25) configured to detect an origin position of the reel M3; and a malfunction sensing means (such as the main PCB 110) for sensing a malfunction of the reel angle detecting mechanism based on a relationship between the origin position of the reel M3 and the origin pulse signal. In this manner, the slot machine 10 is capable of preventing an occurrence of a failure that the reel drive control means cannot rearrange the symbols 501 in a predetermined arrangement state, by sensing a malfunction of the reel angle detecting mechanism M2.

(Reel Rendering by Backlight Device M7)

In addition, the slot machine 10 of the first and second embodiments is configured to be able to individually control a plurality of illumination light sources M71 in a backlight device M7.

Specifically, the slot machine 10 has: a reel M3 including a reel band M32 that is formed to enable transmission of illumination light, the reel having symbols 501 arranged on the reel band M32; a reel drive mechanism M5 configured to rearrange the symbols 501 by rotationally driving the reel M3; a back light device M7 that is arranged to emit illumination light in a direction of the reel band M32 from an inner circumferential side of the reel M3 so that the illumination light having transmitted the reel band M32 is visually recognized from the outside; and a backlight control device (a main PCB 110 of FIG. 54) configured to control an emission mode (such as light quantity, emission intervals, or emission timing) of the illumination light that is emitted from the backlight device M7. The backlight device M7 has a plurality of illumination light sources M71 that is arranged in a widthwise direction and in a longitudinal direction of the reel band M32 and that is capable of changing a light quantity when the illumination light is emitted, in a plurality of steps. The backlight control device is capable of individually controlling the plurality of illumination light sources M71.

In this manner, the slot machine 10 is capable of individually controlling the emission mode of illumination light in each light source, so that a rendering effect and a degree of freedom in rendering at the time of rotation of the reel M3 or at the time of rearrangement of the symbols 501 can be enhanced with the use of the illumination light.

More specifically, the backlight control device is capable of individually controlling a plurality of illumination light sources M71 so as to enter an emission mode of illumination light together with rotation of the reel M3. In this manner, the slot machine 10 can enhance the degree of freedom in rendering when the reel M3 is rotated, by entering the emission mode of the illumination light together with rotation of the reel M3.

For example, when the reel M3 is rotated, when a bonus symbol appears in a display window 150, the plurality of illumination light sources M71 are individually controlled to be able to light the illumination light sources M71 corresponding to a reel on which such a bonus symbol has appeared in the display window 150. By doing this, a player can clearly visually recognize a position of the bonus symbol in a state in which the reel M3 is rotating.

In addition, the backlight control device controls the plurality of illumination light sources M71 so as to increase or decrease a light quantity in stepwise manner from the inside to the outside in the widthwise direction and in the longitudinal direction of the reel band M32. In this manner, the slot machine 10 can impart a gradation-like rendering effect to a symbol 501 or a reel band M32 having transmitted illumination light by means of stepwise increase or decrease of the light quantity.

Further, the backlight control device controls an emission mode of a plurality of illumination light source M71 in accordance with the rotation direction of the reel M3. In this manner, a rendering effect relative to the rotation direction of the reel M3 can be imparted.

Furthermore, the backlight control device controls the plurality of illumination light sources M71 so as to change the increase or decrease position of the light quantity in the same direction or in the opposite direction relative to the rotation direction of the reel M3. In this manner, the slot machine 10 can impart a rendering effect relative to the rotation direction of the reel M3.

Still furthermore, the backlight control device controls the plurality of illumination light sources M71 so as to interlock a change speed of the increase or decrease position of the light source relative to the rotation speed of the reel M3. In this manner, the slot machine 10 can impart a rendering effect relative to the rotation speed of the reel M3.

Moreover, the backlight control device controls an emission mode of the plurality of illumination light sources in accordance with a combination established when the symbols 501 have been rearranged. In this manner, the slot machine 10 can impart a rendering effect relative to the combination established when the symbols 501 have been rearranged.

A control operation by means of the backlight control device described above can be easily achieved by storing mode data in an illumination mode setting table of FIG. 60. That is, the illumination mode setting table has the respective reel operation items such as “reel forward rotation”, “reel backward rotation”, “reel rotation speed”, “reel rotation stop”, “bonus lottery”, “common game lottery”, “losing”, “li-zhi”, “winning common game”, and “losing common game”.

The “li-zhi” used here designates a state immediately before symbols 501 are rearranged in a unit game, thereby establishing a winning combination. For example, in a case where a plurality of symbols 501 are rearranged in sequential order, a state of a period a last symbol is rearranged is an “intermediately preceding state”.

In addition, the respective reel operation items described above are associated with the respective operation items of “gradation”, “blinking”, “light quantity”, and “movement”. The “gradation” can be set at either one of two types, i.e., “active (1)” and “inactive (0)”. For example, the “reel forward rotation” is set at “active (1)”. The “reel backward rotation” is set at “inactive (0)”. In this manner, when the reel M3 rotates in a forward direction, the backlight device M7 performs rendering of symbols 501 in an illumination mode of gradation. On the other hand, when the reel M3 rotates in a backward direction, the illumination mode of gradation is not established.

The “blinking” enables blinking intervals to be set in six steps of 0 to 5. In a case where the blinking interval is set to “0”, it designates that lighting continues without blinking. In a case where the blinking interval is set to “1”, the blinking interval is the longest and then the blinking interval becomes shorter in sequential order of “2” to “5”. For example, the “reel forward rotation” is set to “3”. The “reel backward rotation” is set to “1”. In this manner, when the reel M3 rotates in a forward direction, the backlight device M7 blinks at comparatively short intervals. On the other hand, when the reel M3 rotates in a backward direction, blinking occurs at long intervals.

The “light quantity” enables a light quantity level to be set in a range of “5” to “16”. That is, if the light quantity level can be adjusted in 16 steps ranging from “1”, which is close to level 0, to a maximum level “16”, the level can be adjusted in a range “5” or more. This processing is adapted to illuminate symbols 501 sufficiently at a light quantity level of “5” or more, and however, the level may be adjustable at “0” or more. For example, the “reel forward rotation” is set to “13”. The “reel backward rotation” is set to “10”. In this manner, when the reel M3 rotates in a forward direction, the symbols 501 is illuminated brighter than when the reel M3 rotates in a backward direction.

The “movement” can be set in any one of three types of “active (1)”, “inactive (0)”, and “moving together (2)”. For example, the “reel forward rotation” is set at “active (1)”, the “reel backward rotation” is set at “inactive (0)”, and the “reel rotation speed” is set at “moving together (2)”. In this manner, when the reel M3 rotates in a forward direction, an illumination moves in any direction together with a reel rotation speed, and when the reel M3 rotates in a backward direction, an illumination is fixed.

(Reel Rendering by Rendering Light Emitting Device M8)

In addition, the slot machine 10 of the first and second embodiments is configured to be able to individually control a plurality of rendering light sources M81 in a rendering light emitting device M8.

Specifically, the slot machine 10 has a reel device M1 including: a reel M3 having symbols 501 arranged on an outer circumferential face; a reel drive mechanism M5 configured to rearrange the symbols 501 by rotationally driving the reel M3; and a rendering light emitting device M8 that is arranged lateral of the reel M3 and is configured to emit a plurality of rendering light beams to be visually recognizable from the outside, and has a reel rendering control device (a main PCB 110 of FIG. 54) configured to control an emission mode (such as light quantity, color, emission intervals, or emission timing) of the rendering light beams that are emitted from the reel device M1. In addition, the rendering light emitting device M8 has a plurality of rendering light sources M81 that is arranged in plurality at least along a longitudinal direction of a reel band M32 and is capable of changing the light quantity when the rendering light beams are emitted, in a plurality of steps; and the reel rendering control device is capable of individually controlling the plurality of rendering light sources M81 so as to establish an emission mode of the rendering light beams together with rotation of the reel M3.

In this manner, the slot machine 10 is capable of individually controlling an emission mode of the rendering light beams in each light source, so that a rendering effect and a degree of freedom in rendering at the time of rotation of reel M3 or at the time of rearrangement of the symbols 501 can be enhanced with the use of rendering light beams.

In addition, the reel rendering control device controls an emission mode of the plurality of rendering light sources M81 in accordance with rotation of the reel M3. In this manner, the slot machine 10 can impart a rendering effect relative to rotation of the reel M3.

Further, the reel rendering control device controls the plurality of rendering light sources M81 so as to change an increase or decrease position of the light quantity in the same direction or in the opposite direction relative to the rotation direction of the reel M3. In this manner, the slot machine 10 can impart a rendering effect relative to rotation of the reel M3.

Furthermore, the reel rendering control device controls the plurality of rendering light sources M81 so as to interlock a change speed of the increase or decrease position of the light quantity relative to a rotation speed of the reel M3. In this manner, the slot machine 10 can impart a rendering effect relative to the rotation speed of the reel M3.

Moreover, the reel rendering control device controls the plurality of rendering light sources M81 in accordance with a combination established when the symbols 501 have been arranged. In this manner, the slot machine 10 can impart a rendering effect relative to the combination established when the symbols 501 has been rearranged.

A control operation by means of the reel rendering control device described above can be easily achieved by means of a rendering mode setting table obtained by excluding “gradation” from an illumination mode setting table of FIG. 60. The respective items contained in the table are identical to those contained in the illumination mode setting table of FIG. 60.

(Luminance Adjustment of Backlight Device M7)

In addition, the slot machine 10 of the first and second embodiment is configured to be able to adjust luminance of a plurality of illumination light sources M71 in a backlight device M7. The slot machine 10 may be configured to be able to adjust luminance of a plurality of rendering light sources M81 in a rendering light emitting device M8, and can be provided in the same method as luminance adjustment of the backlight device M7.

Specifically, in the slot machine 10, as shown in FIG. 61, a touch panel is provided on an upper image display panel 131. The upper image display panel 131 is capable of displaying a backlight luminance adjustment screen. The backlight luminance adjustment screen may be displayable by means of operations of both of a player and a manager or may be displayable by means of operation of only a manager. A display caused by the operation of only the manager includes an operating method from an “AUDIT menu”.

The backlight luminance adjustment screen has a luminance adjustment button region 1311 and a reel selection button region 1312. The luminance adjustment button region 1311 includes a plurality of, for example, three luminance adjustment buttons 1311 a, 1311 b, and 1311 c. These luminance adjustment buttons 1311 a, 1311 b, and 1311 c enable luminance to be adjusted in a plurality of, for example, three steps.

On the other hand, the reel selection button region 1312 has five reel selection buttons 1312 a to 1312 e. These reel selection buttons 1312 a to 1312 e are respectively capable of selecting the first to fifth reel units M11 a to M11 e.

Luminance adjustment of the backlight device M7 is achieved by means of a backlight luminance adjustment processing routine of FIG. 62. Specifically, while a game is executed or is stopped, the backlight luminance adjustment processing routine is periodically executed as one routine. When the backlight luminance adjustment processing routine is executed, it is first determined whether or not a backlight luminance adjustment mode is established (S701). In a case where the backlight luminance adjustment mode is not established (S701, NO), this routine is completed. On the other hand, when a backlight luminance adjustment button is pressed on a mode selection screen of the upper image display panel 131, it is determined that the backlight luminance adjustment mode is established (S701, YES). Then, a backlight luminance adjustment screen is displayed on the upper image display panel 131 in place of the mode selection screen (S702).

Next, reel selection processing is executed (S703). For example, as shown in FIG. 61, when the reel selection buttons 1312 a to 1312 e in the reel selection button region 1312 have been pressed, the pressed reel selection buttons 1312 a to 1312 e change in color. Then, the backlight device M7 of the first to fifth reel units M11 a to M11 e that correspond to arrangements of the reel selection buttons 1312 a to 1312 e are highlighted to have been selected as a target for luminance adjustment. In addition, when the reel selection button 1312 a to 1312 e targeted for luminance adjustment are further pressed, they are reverted to a state before color change so as to become out of the target for luminance adjustment. By repeating such a press operation, one or more of the reel selection buttons 1312 a to 1312 e (the first to fifth reel units M11 a to M11 e) are determined.

After that, when any of the luminance adjustment buttons 1311 a, 1311 b, 1311 c in the luminance adjustment button region 1311 is pressed, a backlight device M7 of any of the first to fifth reel units M11 a to M11 e that is selected as a target for luminance adjustment emits illumination light at a luminance corresponding to any of the luminance adjustment buttons 1311 a, 1311 b, and 1311 c (S704). In this manner, the luminance of illumination light is adjusted in all or in sequential order while it is visually checked as to the backlight device M7 of each of the first to fifth reel units M11 a to M11 e.

Next, it is determined whether or not adjustment has completed (S705). At this time, determination of the completion of adjustment is made by determining whether or not a press operation has been made over a predetermined period of time or more or by determining whether or not an adjustment completion button has been pressed, although not shown. In a case where no adjustment has completed (S705, NO), S703 and subsequent steps are executed again. On the other hand, in a case where the adjustment has completed (S705, YES), a backlight luminance adjustment screen is cleared and then a variety of screens such as a mode selection screen or a demonstration screen, for example, are displayed (S706). Then this routine is completed.

(Pay Line Rendering)

In addition, the slot machine 10 of the first and second embodiments, as shown in FIG. 63, is configured to be able to display a pay line L on the upper image display panel 131. The pay line on the upper image display panel 131 is displayed when a current screen has been changed to a pay line display screen.

The pay line display screen is provided in the same mode as that of a pay line L in a display window 150 that is disposed on a front face of a reel device M1. Specifically, pay line generation columns 1313 and 1314 are disposed transversely symmetrically. Among them, a pay line generation column 1313 at a left end part displayed on the left side viewed from a player side has 25 pay line generating portions 1313 a. In addition, a pay line generation column 1314 at a right end part disposed at the right side has 25 pay line generating portion 1314 a. The pay line L is activated by connecting the pay line generating portions 1313 a and 1314 a at the left end part and at the right end part to each other.

The pay line display screen is displayed when a combination of the rearranged symbols 501 forms a winning prize. For example, in a case where a winning prize is established by a combination of “PLUM” symbols 501, the “PLUM” symbols 501 of the winning combination is rendered as a wining prize in accordance with luminance or color and a blinking state that is different from that at another site by means of illumination light of the backlight device M7. Then, on the pay line screen, pay line rendering is performed by linking with winning rendering exerted by the backlight device M7. The “link” used here designates that the pay line rendering is associated with the winning rendering exerted by the backlight device M7.

Specifically, simulation winning symbols 1315 are displayed in the same arrangement mode as that of a winning combination. A pay line L is displayed on these simulation winning symbols 1315. Subsequently, for example, as shown in FIG. 64, in a case where the winning rendering exerted by the backlight device M7 is rendering of repeating an operation of highlighting the respective symbols 501 in sequential order, pay line rendering allowing the simulation winning symbols 1315 to be highlighted in sequential order with the same timing as that of the winning rendering is executed.

Third Embodiment

The first embodiment described above shows a gaming machine that achieves reel control in an analog manner. In addition, the second embodiment showed a gaming machine that achieves reel control in a digital manner. The third embodiment describes a variety of modes relating to rotation control and stop control of five reels of a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e of the gaming machine of the first embodiment and the second embodiment. Therefore, the third embodiment can be applied to both of the gaming machine that achieves reel control in an analog manner (the first embodiment and the gaming machine that achieves reel control in a digital manner (the second embodiment). Therefore, a mechanical structure or hardware configuration of a gaming machine in the third embodiment is identical to that in the first embodiment or the second embodiment. Program for executing processing operations shown in flowcharts shown in FIG. 66 to FIG. 80 described later are stored in advance in a ROM 72 (FIG. 38) of the gaming machine of the first embodiment or the second embodiment, and values such as variables required when the programs have been executed are stored in a RAM 73 (FIG. 38).

In the third embodiment, a reel M3 of a first reel unit M11 a is referred to as a first reel M3 a; a reel M3 of a second reel unit M11 b is referred to as a second reel M3 b; a reel M3 of a third reel unit M11 c is referred to as a third reel M3 c; a reel M3 of a fourth reel unit Mild is referred to as a fourth reel M3 d; and a reel M3 of a fifth reel unit M11 e is referred to as a fifth reel M3 e. In addition, in the following description, a reel M3 is merely referred to as in a case where there is no need to discriminate these five reels in particular.

In the third embodiment, symbols are all symbols that are used in a gaming machine 300, and these symbols are displayed to be visually recognizable to a player in the five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e. The symbols include scatter symbols. The scatter symbols are symbols whose condition for establishing a winning prize is that these symbols have been rearranged regardless of a winning line (a pay line). In particular, it is preferable that the condition for establishing a winning prize be that a predetermined number of scatter symbols have been rearranged.

An outline of the gaming machine according to the embodiments of the present invention is directed to a rendering that is configured presupposing that a player has operated a spin button, and is also directed to: randomly selected seven kinds of individual renderings to be described later; providing data so as to be able to move symbols in a variety of modes; enabling individual reels to rotate respectively independently in a variety of modes; and providing a speed controller for a respective one of the reels.

In addition, a start button is provided, whereas a stop button does not exist in principle. This is because there exists a gaming machine such that a stop button is activated for some of the reels, although the stop button is not activated for all of the reels, in only a given game state as well. In addition, in the gaming machine according to the embodiment, symbol arrangement is randomly determined and then a prize is determined depending on the determined symbol arrangement, and the determined symbols are arranged as rearranged symbols. Therefore, a winning combination or a losing combination is first determined by means of lottery processing in a main control board and then according to a timing of a player operation, the contents of control are different from those in a gaming machine adapted to determine a reel stop position so as not to be discrepant from a lottery result. That is, the gaming machine according to the embodiment is different from the one in which symbol arrangement is determined according to a timing of a player operation after an internal flag of a given winning combination has been established.

FIG. 65 shows an outline of the gaming machine according to the third embodiment.

<<Outline of First symbol Display Control Processing>>

The gaming machine according to the embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, CPU71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of

(1-1-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-1-2) displaying symbols that are associated with a first scroll line that is one of the plurality of scroll lines, in the display region so as to be moved in a first direction (For example, step S5613 and step S5617 described below, etc);

(1-1-3) displaying symbols that are associated with a second scroll line that is different from the first scroll line among the plurality of scroll lines, in the display region so as to be moved in a direction that is different from the first direction (For example, step S5615 and step S5617 described below, etc);

(1-1-4) after a predetermined period of time has elapsed subsequent to the processing operation of (1-1-3), displaying a WILD symbols that are included in the symbols that are associated with the second scroll line, in the display region so as to be displayed in a stopped state (For example, step S6311 and step S6313 described below, etc);

(1-1-5) displaying the symbols that are associated with the first scroll line in the display region so that a movement speed is gradually slowed down as triggered by a fact that the WILD symbol is displayed in the stopped state (For example, step S6317, step S6321 and step S6325 described below, etc); and

(1-1-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-1-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region on which symbols are to be displayed. A result of a unit game that is executed in the gaming machine is determined depending on kind of symbols. The unit game is a game whose one cycle is that symbols to be rearranged are randomly determined, symbol movement is started, and then the symbols are rearranged.

The display region of the display is equivalent to an opening or a window in which symbols are formed to be visually recognizable on a front face of a casing in which reels have been arranged. In addition, in the case of video reels or the like, this display region is equivalent to a display surface of a display panel configured to display an image of the video reels.

It is preferable that the gaining machine have a start button that a player can operate. Based on the fact that the controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that the plurality of scroll lines described above be formed in parallel to each other in the display region. For example, one reel formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel formed in the cylindrical shape (so called one video reel) corresponds to one scroll line. In this way, the scroll lines in the gaming machine according to the third embodiment may be the one along which symbols can move, may be a mechanically formed reel or may be a reel displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed (at a first speed) along a scroll line with which the symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in a gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference mode) when a basic game is played in a normal game mode.

Further, it is preferable that the first movement mode be that symbols move in a first direction at a predetermined speed along a scroll line with which the symbols have been associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is performed in a normal play state.

The processing operation of (1-1-1) is to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in this processing operation. Therefore, in the processing operation of (1-1-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-1-2) is a processing operation of displaying symbols that are associated with a first scroll line in a display region so as to be moved in a first direction along the first scroll line. The first scroll line is one scroll line among a plurality of scroll lines. That is, the processing operation of (1-1-2) is a processing operation of displaying the symbols that are associated with the first scroll line in the first movement mode described above. As described later, symbols that are associated with a second scroll line are displayed in a mode that is different from the first movement mode. Symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-1-3) is a processing operation of displaying symbols that are associated with a second scroll line in a display region so as to be moved in a second direction along the second scroll line. The second scroll line is a scroll line that is different from the first scroll line among a plurality of scroll lines. The second direction is a direction that is different from the first direction.

The processing operation of (1-1-4) is a processing operating of displaying a WILD symbol in a display region so as to be stopped after a predetermined period of time has elapsed subsequent to the processing operation of (1-1-3). The WILD symbol is included in the symbols that are associated with the second scroll line. The WILD symbol is also referred to as an all-mighty symbol. The WILD symbol is a symbol that is capable of being substituted for any one of the symbols used in a gaming machine, and in particular, a symbol that can be substituted so that a game result is advantageous to a player. Therefore, by displaying the WILD symbol, a player can enhance a sense of expectation while feeling that there may be a higher possibility that an advantageous result can be obtained.

The processing operation of (1-1-5) is adapted to display symbols that are associated with a first scroll line in a display region so that their movement speed is gradually slowed down as triggered by the fact that a WILD symbol has been displayed in a stopped state. That is, it is determined whether or not a WILD symbol associated with a second scroll line is displayed in a stopped state, and then, as triggered by the fact that it is determined that the WILD symbol is displayed in a stopped state, the movement speed of the symbols that are associated with the first scroll line is displayed so as to be gradually slowed down. By doing this, a player becomes careful to visually recognize the symbols that are associated with the first scroll line, and a tense atmosphere and a sense of expectation can be imparted to the player.

The processing operation of (1-1-6) is a processing operation of automatically stopping and rearranging, with a predetermined timing, symbols that are associated with at least one scroll line from among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-1-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-1-1) are automatically stopped without a need to make a player operation.

In this way, in the gaming machine according to the embodiment, in principle, a player operation does not need to be intervened; and therefore, symbol arrangement itself is randomly determined in accordance with the processing operation of (1-1-1), and thereafter, a prize determination is made according to arrangement of the determined symbols, and the symbols that are determined in accordance with the processing operation of (1-1-1) can be rearranged.

Symbols are moved in a first direction, and other symbols are moved in a direction that is different from the first direction, so that a sense of expectation can be enhanced. In addition, WILD symbols are displayed in a stopped state, thus making it possible to enhance a sense of expectation that there may be a higher possibility that an advantageous result can be obtained. Further, symbols are displayed so that a movement speed of the symbols gradually slows down, thus making it possible to impart a tense atmosphere. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Outline of Second symbol Display Control Processing>>

The gaming machine according to the embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 described above, etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, the CPU 71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-2-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-2-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed (For example, step S6413 described below, etc);

(1-2-3) displaying the predetermined symbols in the display region in a second direction that is different from the first direction at a second speed that is different from the first speed, as triggered by a fact that the predetermined symbol has been moved by the predetermined distance (For example, step S6417 described below, etc); and

(1-2-4) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-2-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region in which symbols are to be displayed. Depending on a kind of symbols, a result of a unit game to be executed in the gaming machine is determined. The unit game is a game to be played as one round in which symbols to be rearranged are randomly determined, movement of the symbols is started, and then, the symbols are rearranged.

The display region of the display is equivalent to an opening or a window that is formed so that the symbols can be visually recognized on a front face of a cabinet on which reels are disposed, for example. In addition, in the case of video reels or the like, this display region is equivalent to a display surface itself of a display panel configured to display an image of the video reels.

It is preferable that the gaming machine have a start button that a player can operate. Based on the fact that a controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that a plurality of scroll lines described above be formed in parallel to each other in a display region. For example, one reel that is formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel that is formed in a cylindrical shape (so called one video reel) corresponds to one scroll line. In this way, the scroll lines in the gaming machine according to the embodiment of the present invention may be the ones along which symbols can be moved, may be reels that are mechanically formed, or may be reels that are displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed along a scroll line with which symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is played in a normal game state.

The first movement mode is indicative of a mode in which symbols are moved, and may be able to specify a direction in which symbols are moved, a speed, a velocity, time required for stoppage, time required for next stoppage, final stoppage or the like. In particular, it is preferable that the first movement mode be a reference mode. That is, it is preferable that, when a normal unit game is played, symbols be displayed in the first movement mode.

The processing operation of (1-2-1) is adapted to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in accordance with this processing operation. Therefore, in the processing operation of (1-2-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-2-2) is a processing operation of displaying predetermined symbols in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed. The predetermined symbols are associated with a plurality of scroll lines. The symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-2-3) is a processing operation of displaying predetermined symbols so as to be moved in a second direction at a second speed, as triggered by the fact that predetermined symbols have been moved by a predetermined distance. The second direction is a direction that is different from the first direction. The second speed is a speed that is different from the first speed.

By doing this, after the predetermined symbols have been moved by the predetermined distance, the predetermined symbols can be displayed so as to be moved in a direction that is different from the first direction at a speed that is different from the first speed. From the start of symbol movement to rearrangement, the predetermined symbols can be displayed while the movement direction or the movement speed are different from each other to be able to prompt a player to pay his or her attention to a unit game being played.

The processing operation of (1-2-4) is a processing operation of automatically stopping and rearranging, with a predetermined timing, symbols that are associated to at least one scroll line among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-2-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-2-1) are automatically stopped without a need to make a player operation.

Symbols are moved in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed, and the symbols move differently as usual, so that a tense atmosphere and a sense of expectation can be imparted to a player. In addition, symbols are moved in a second direction that is different from the first direction at a second speed that is different from the first speed, so that a tense atmosphere and a sense of expectation can be imparted to a player while the player is surprised to see it. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Outline of Third symbol Display Control Processing>>

The gaming machine according of the embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 described above, etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, the CPU 71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-3-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-3-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed (For example, step S5613 and step S5617 described below, etc);

(1-3-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is faster than the first speed (For example, step S6513 described below, etc);

(1-3-4) displaying symbols that are associated with each other, in the display region so as to be moved and arranged in line, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the second speed (For example, step S6515 and step S6519 described below, etc);

(1-3-5) displaying symbols in the display region so as to be moved at a third speed that is slower than the first speed, as triggered by a fact that the symbols associated with each other have been arranged (For example, step S6523 described below, etc); and

(1-3-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-3-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region in which symbols are to be displayed. Depending on a kind of symbols, a result of a unit game that is executed in the gaming machine is determined. The unit game is a game to be played as one round in which symbols to be rearranged are randomly determined, movement of the symbols is started, and then, the symbols are rearranged.

The display region of the display is equivalent to an opening or a window that is formed so that the symbols can be visually recognized on a front face of a cabinet on which reels are disposed, for example. In addition, in the case of video reels or the like, this display region is equivalent to a display surface itself of a display panel configured to display an image of the video reels.

It is preferable that the gaming machine have a start button that a player can operate. Based on the fact that a controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that a plurality of scroll lines described above be formed in parallel to each other in a display region. For example, one reel that is formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel that is formed in a cylindrical shape (so called one video reel) corresponds to one scroll line. Thus, the scroll lines in the gaming machine according to the embodiment of the present invention may be the ones along which symbols can be moved, may be reels that are mechanically formed, or may be reels that are displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed (a first speed) along a scroll line with which symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is played in a normal game state.

The first movement mode is indicative of a mode in which symbols are moved, and may be able to specify a direction in which symbols are moved, a speed, a velocity, time required for stoppage, time required for next stoppage, final stoppage or the like. In particular, it is preferable that the first movement mode be a reference mode. That is, it is preferable that, when a normal unit game is played, symbols be displayed in the first movement mode.

The processing operation of (1-3-1) is adapted to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in accordance with this processing operation. Therefore, in the processing operation of (1-3-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-3-2) is a processing operation of displaying predetermined symbols in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed. The predetermined symbols are that are associated with a plurality of scroll lines. The symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-3-3) is a processing operation of displaying predetermined symbols so as to be moved in a first direction at a second speed. A second speed is a speed that is faster than the first speed.

The processing operation of (1-3-4) is a processing operation of displaying symbols that are associated with each other so as to be moved and arranged in line in a case where the symbols that are associated with each other are not arranged while predetermined symbols are moved in the first speed at the second speed.

The symbols that are associated with each other are that are associated with each of at least two scroll lines among a plurality of scroll lines. For example, the symbols that are associated with each other are that are associated with both of a first scroll line and a second scroll line, among a plurality of scroll lines, and these symbols are associated with each other. For example, a symbol “BAR” associated with the first scroll line and a symbol “BAR” of a same kind, associated with the second scroll line are that are associated with each other. Symbols need to be of a same kind as long as a player can recognize that the symbols are associated with each other. For example, a red symbol “7” associated with the first scroll line and a blue symbol “7” associated with the second scroll line can be handled as the symbols that are associated with each other. In this way, the symbols that are associated with each other may be symbols that are associated with different symbol lines of the plurality of scroll lines, the symbols being those which a player can recognize that there is any association between them.

Moving symbols in line designates that symbols that are associated with each other are moved in parallel to each other along a respective one of the scroll lines. It is sufficient if symbols be moved forward in line along a scroll line, and as the symbols are moved, a distance between the symbols that are associated with each other may be varied so as to be longer or shorter. For example, this means a state in which, when symbols that are associated with each other are assigned to each of a plurality of cylindrical reels, reels rotate while the symbols that are associated with each other are maintained to be arranged in a horizontal direction. Specifically, this means a state in which, as is the case with “7”-“7”-“7”, reels rotate while the symbols “7” associated with each other are maintained to be arranged in a horizontal direction.

The processing operation of (1-3-5) is a processing operation of displaying symbols that are associated with each other so as to be moved at a third speed that is slower than a first speed, as triggered by the fact that the symbols that are associated with each other are arranged. For example, this is a processing operation of slowing down a reel rotation speed while the symbols “7” associated with each other are maintained to be arranged in a horizontal direction, as is the case with “7”-“7”-“7”. By doing this, in a case where symbols that are associated with each other are relating to a winning prize, a sense of expectation that the symbols that are associated with each other may be stopped in a state in which these symbols are arranged as they are can be imparted to a player.

The processing operation of (1-3-6) is a processing operation of automatically stopping and rearranged, with a predetermined timing, symbols that are associated with at least one scroll line among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-3-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-3-1) are automatically stopped without a need to make a player operation.

Symbols are displayed in a display region so as to be moved at a second speed that is faster than a first speed, so that a tense atmosphere and a sense of expectation can be imparted to a player while the player is surprised to see it. In addition, symbols that are associated with each other are displayed to be moved and arranged in line, thus making it possible to impart a sense of expectation that the symbols may gradually form a combination. Further, as triggered by the fact that the symbols that are associated with each other have been arranged in line, the symbols are moved at a third speed that is slower than the first speed, so that a sense of expectation can be further enhanced. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Outline of Fourth symbol Display Control Processing>>

The gaming machine according to the embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 described above, etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, the CPU 71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-4-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-4-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed (For example, step S5613 and step S5617 described below, etc);

(1-4-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is faster than the first speed (For example, step S6613 described below, etc);

(1-4-4) displaying symbols that are associated with each other, in the display region so as to be moved and arranged in line, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the second speed (For example, step S6615 and step S6619 described below, etc);

(1-4-5) displaying symbols in the display region so as to be moved at a third speed that is slower than the first speed, as triggered by a fact that the symbols associated with each other have been arranged (For example, step S6623 described below, etc); and

(1-4-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-4-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region in which symbols are to be displayed. Depending on a kind of symbols, a result of a unit game to be executed in the gaming machine is determined. The unit game is a game to be played as one round in which symbols to be rearranged are randomly determined, movement of the symbols is started, and then, the symbols are rearranged.

The display region of the display is equivalent to an opening or a window that is formed so that the symbols can be visually recognized on a front face of a cabinet on which reels are disposed, for example. In addition, in the case of video reels or the like, this display region is equivalent to a display surface itself of a display panel configured to display an image of the video reels.

It is preferable that the gaming machine have a start button that a player can operate. Based on the fact that a controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that a plurality of scroll lines described above be formed in parallel to each other in a display region. For example, one reel that is formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel that is formed in a cylindrical shape (so called one video reel) corresponds to one scroll line. Thus, the scroll lines in the gaming machine according to the embodiment of the present invention may be the ones along which symbols can be moved, may be reels that are mechanically formed, or may be reels that are displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed (a first speed) along a scroll line with which symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is played in a normal game state.

The first movement mode is indicative of a mode in which symbols are moved, and may be able to specify a direction in which symbols are moved, a speed, a velocity, time required for stoppage, time required for next stoppage, final stoppage or the like. In particular, it is preferable that the first movement mode be a reference mode. That is, it is preferable that, when a normal unit game is played, symbols be displayed in the first movement mode.

The processing operation of (1-4-1) is adapted to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in accordance with this processing operation. Therefore, in the processing operation of (1-4-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-4-2) is a processing operation of displaying predetermined symbols in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed. The predetermined symbols are that are associated with a plurality of scroll lines. The symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-4-3) is a processing operation of displaying predetermined symbols so as to be moved in a first direction at a second speed. A second speed is a speed that is faster than the first speed. Symbols are moved at a speed that is slower than the first speed, whereby in the processing operation of (1-4-4) to be described later, in the course of the processing operation of displaying the symbols that are associated with each other to be moved and arranged in line, a player can be notified of the fact that the symbols that are associated with each other are gradually arranged, and the player's sense of expectation can be enhanced.

The processing operation of (1-4-4) is a processing operation of displaying symbols that are associated with each other so as to be moved and arranged in line in a case where the symbols that are associated with each other are not arranged while predetermined symbols are moved in the first speed at the second speed.

The symbols that are associated with each other are that are associated with each of at least two scroll lines among a plurality of scroll lines. For example, the symbols that are associated with each other are that are associated with both of a first scroll line and a second scroll line, among a plurality of scroll lines, and these symbols are associated with each other. For example, a symbol “BAR” associated with the first scroll line and a symbol “BAR” of a same kind, associated with the second scroll line are that are associated with each other. Symbols need to be of a same kind as long as a player can recognize that the symbols are associated with each other. For example, a red symbol “7” associated with the first scroll line and a blue symbol “7” associated with the second scroll line can be handled as the symbols that are associated with each other. In this way, the symbols that are associated with each other may be symbols that are associated with different symbol lines of the plurality of scroll lines, the symbols being those which a player can recognize that there is any association between them.

Moving symbols in line designates that symbols that are associated with each other are moved in parallel to each other along a respective one of the scroll lines. It is sufficient if symbols be moved forward in line along a scroll line, and as the symbols are moved, a distance between the symbols that are associated with each other may be varied so as to be longer or shorter. For example, this means a state in which, when symbols that are associated with each other are assigned to each of a plurality of cylindrical reels, reels rotate while the symbols that are associated with each other are maintained to be arranged in a horizontal direction. Specifically, this means a state in which, as is the case with “7”-“7”-“7”, reels rotate while the symbols “7” associated with each other are maintained to be arranged in a horizontal direction.

The processing operation of (1-4-5) is a processing operation of displaying symbols that are associated with each other so as to be moved at a third speed that is slower than a first speed, as triggered by the fact that the symbols that are associated with each other are arranged. For example, this is a processing operation of slowing down a reel rotation speed while the symbols “7” associated with each other are maintained to be arranged in a horizontal direction, as is the case with “7”-“7”-“7”. By doing this, in a case where symbols that are associated with each other are relating to a winning prize, a sense of expectation that the symbols that are associated with each other may be stopped in a state in which these symbols are arranged as they are can be imparted to a player.

The processing operation of (1-4-6) is a processing operation of automatically stopping and rearranged, with a predetermined timing, symbols that are associated with at least one scroll line among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-4-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-4-1) are automatically stopped without a need to make a player operation.

Symbols are displayed in a display region so as to be moved at a second speed that is slower than a first speed, so that a sense of expectation can be imparted to a player. In addition, symbols that are associated with each other are displayed so as to be moved and arranged in line; and therefore, a sense of expectation that a winning prize may be established can be imparted to a player by causing the player to visually recognize that symbols may gradually form a combination while they are moved. Further, as triggered by the fact that the symbols that are associated with each other are arranged, the symbols are moved at a third speed that is slower than the first speed, so that a sense of expectation can be further enhanced. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Outline of Fifth symbol Display Control Processing>>

The gaming machine according to embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 described above, etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, the CPU 71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-5-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-5-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed (For example, step S5613 and step S5617 described below, etc);

(1-5-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is slower than the first speed (For example, step S6713 described below, etc);

(1-5-4) determining whether or not symbols that are associated with each other can be moved and arranged in line at the second speed, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the first speed (For example, step S6721 and step S6729 described below, etc);

(1-5-5) displaying the symbols that are associated with each other in the display region so as to be moved and arranged in line at the second speed, in a case where the symbols that are associated with each other can be moved and arranged in line at the second speed (For example, step S6723 to S6729 or step S6811 to S6817 described below, etc);

(1-5-6) repeating the processing operation of (1-5-4) and the processing operation of (1-5-5) at least once (For example, step S6721 to S6729 or step S6731 to S6817 described below, etc);

(1-5-7) displaying the symbols that are associated with each other in the display region so as to be moved and arranged in line at the second speed as to all of the plurality of scroll lines (For example, step S6819 described below, etc);

(1-5-8) after the processing operation of (1-5-7) has been executed, displaying the symbols that are associated with each other, in the display region so as to be slowed down and moved while the associated symbols are arranged (For example, step S6821 described below, etc); and

(1-5-9) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-5-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region in which symbols are to be displayed. Depending on a kind of symbols, a result of a unit game to be executed in the gaming machine is determined. The unit game is a game to be played as one round in which symbols to be rearranged are randomly determined, movement of the symbols is started, and then, the symbols are rearranged.

The display region of the display is equivalent to an opening or a window that is formed so that the symbols can be visually recognized on a front face of a cabinet on which reels are disposed, for example. In addition, in the case of video reels or the like, this display region is equivalent to a display surface itself of a display panel configured to display an image of the video reels.

It is preferable that the gaming machine have a start button that a player can operate. Based on the fact that a controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that a plurality of scroll lines described above be formed in parallel to each other in a display region. For example, one reel that is formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel that is formed in a cylindrical shape (so called one video reel) corresponds to one scroll line. Thus, the scroll lines in the gaming machine according to the embodiment of the present invention may be the ones along which symbols can be moved, may be reels that are mechanically formed, or may be reels that are displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed (a first speed) along a scroll line with which symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is played in a normal game state.

The first movement mode is indicative of a mode in which symbols are moved, and may be able to specify a direction in which symbols are moved, a speed, a velocity, time required for stoppage, time required for next stoppage, final stoppage or the like. In particular, it is preferable that the first movement mode be a reference mode. That is, it is preferable that, when a normal unit game is played, symbols be displayed in the first movement mode.

The processing operation of (1-5-1) is adapted to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in accordance with this processing operation. Therefore, in the processing operation of (1-5-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-5-2) is a processing operation of displaying predetermined symbols in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed. The predetermined symbols are that are associated with a plurality of scroll lines. The symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-5-3) is a processing operation of displaying predetermined symbols so as to be moved in a first direction at a second speed. A second speed is a speed that is faster than the first speed. Symbols are moved at a speed that is slower than the first speed, whereby in the processing operation of (1-5-5) to be described later, in the course of the processing operation of displaying the symbols that are associated with each other to be moved and arranged in line, a player can be notified of the fact that the symbols that are associated with each other are gradually arranged, and the player's sense of expectation can be enhanced.

The processing operation of (1-5-4) is a processing operation of determining whether or not symbols that are associated with each other can be moved and arranged in line at a second speed in a case where these symbols are not arranged.

The symbols that are associated with each other are symbols that are associated with each of at least two scroll lines among a plurality of scroll lines. For example, the symbols that are associated with each other are that are associated with both of a first scroll line and a second scroll line, among a plurality of scroll lines, and these symbols are associated with each other. For example, a symbol “BAR” associated with the first scroll line and a symbol “BAR” of a same kind, associated with the second scroll line are symbols that are associated with each other. Symbols need to be of a same kind as long as a player can recognize that the symbols are associated with each other. For example, a red symbol “7” associated with the first scroll line and a blue symbol “7” associated with the second scroll line can be handled as the symbols that are associated with each other. In this way, the symbols that are associated with each other may be symbols that are associated with different symbol lines of the plurality of scroll lines, the symbols being those which a player can recognize that there is any association between them.

Moving symbols in line designates that symbols that are associated with each other are moved in parallel to each other along a respective one of the scroll lines. It is sufficient if symbols be moved forward in line along a scroll line, and as the symbols are moved, a distance between the symbols that are associated with each other may be varied so as to be longer or shorter. For example, this means a state in which, when symbols that are associated with each other are assigned to each of a plurality of cylindrical reels, reels rotate while the symbols that are associated with each other are maintained to be arranged in a horizontal direction. Specifically, this means a state in which, as is the case with “7”-“7”-“7”, reels rotate while the symbols “7” associated with each other are maintained to be arranged in a horizontal direction.

The processing operation of (1-5-5) is a processing operation of displaying symbols that are associated with each other in a display region so as to be moved and arranged in line at a second speed when, in the processing operation of (1-5-4), it is determined that the symbols that are associated with each other can be moved and arranged in line at the second speed.

The processing operation of (1-5-6) is a processing operation of repeating the processing operation of (1-5-4) and the processing operation of (1-5-5) a least once. In a case where the processing operations of (1-5-4) and (1-5-5) have been repeatedly executed, a player can be notified of the fact that symbols are gradually arranged, and a sense of expectation or a tense atmosphere of the player can be gradually enhanced.

The processing operation of (1-5-7) is a processing operation of displaying symbols that are associated with each other in a display region so as to be moved at a predetermined speed as to all of a plurality of scroll lines. By doing this, a player can be notified of the fact that the symbols that are associated with each other as to all of the plurality of scroll lines are moved and arranged in line at a second speed, and a sense of expectation or a tense atmosphere of the player can be further enhanced.

The processing operation of (1-5-8) is a processing operation of displaying symbols that are associated with each other so as to be moved while being arranged and slowed down, after the processing of (1-5-7) has been executed. In a case where the symbols that are associated with each other are relating to a winning prize, a sense of expectation or a tense atmosphere of a player that the winning prize may be established as is can be enhanced most.

The processing of (1-5-9) is a processing operation of automatically stopping and rearranging, with a predetermined timing, symbols that are associated with at least one scroll line among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-5-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-5-1) are automatically stopped without a need to make a player operation.

It is preferable to stop symbols when, in the processing operation of (1-5-4) described above, it is determined that the symbols that are associated with other cannot be moved and arranged in line at the second speed. In particular, it is preferable to stop symbols while a symbol movement speed is gradually slowed down. In this manner, a player can be clearly notified of the fact that no winning prize is established.

Symbols are displayed in a first direction so as to be moved at a second speed that is slower than a first speed, so that a sense of expectation can be imparted to a player. In addition, in a case where symbols that are associated with each other can be moved and arranged moved and arranged in line at the second speed, the symbols that are associated with each other are moved and arranged in line at the second speed; and therefore, it is possible to cause the player to visually recognize that the symbols that are associated with each other may form a combination while they are moved; it is possible to cause the player to visually recognize that the symbols that are associated with each other may gradually form a combination while they are moved, or alternatively, to expect that more symbols, for example, all of the symbols may form a combination; and in a case where symbols are adapted to gradually form a combination, a tense atmosphere and a sense of expectation of the player can be continuously maintained. Further, the symbols that are associated with each other are moved to be gradually slowed down while they are arranged, so that a tense atmosphere and a sense of expectation can be continuously imparted until the symbols have been rearranged. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Outline of Sixth symbol Display Control Processing>>

The gaming machine according to the embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 described above, etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, the CPU 71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-6-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-6-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved (For example, step S5613 and step S5617 described below, etc);

(1-6-3) subsequent to the processing operation of (1-6-2), stopping the predetermined symbols and then displaying the stopped symbols in the display region (For example, step S6911 described below, etc);

(1-6-4) after the processing operation of (1-6-3) has been executed, displaying symbols that are associated with at least one scroll line among the plurality of scroll lines, in the display region so as to be moved in a stepwise manner along the scroll line (For example, step S6515 to Sdescribed below, etc);

(1-6-5) displaying the symbols that are moved in the stepwise manner, in the display region so as to be moved by a predetermined distance in a first direction along the scroll line (For example, step S6921 and step S6923 described below, etc);

(1-6-6) displaying the systems that are moved in the stepwise direction, in the display region so as to be moved by a predetermined distance in a second direction that is different from the first direction along the scroll line (For example, step S6921 and step S6923 described below, etc);

(1-6-7) stopping the symbols that are moved in the stepwise manner and then displaying the stopped symbols in the display region (For example, step S6921 and step S6923 described below, etc);

(1-6-8) after the processing operation of (1-6-4) has been executed, randomly selecting and executing any one of the processing operations of (1-6-5) to (1-6-7) (For example, step S6921 and step S6923 described below, etc); and

(1-6-9) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-6-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region in which symbols are to be displayed. Depending on a kind of symbols, a result of a unit game to be executed in the gaming machine is determined. The unit game is a game to be played as one round in which symbols to be rearranged are randomly determined, movement of the symbols is started, and then, the symbols are rearranged.

The display region of the display is equivalent to an opening or a window that is formed so that the symbols can be visually recognized on a front face of a cabinet on which reels are disposed, for example. In addition, in the case of video reels or the like, this display region is equivalent to a display surface itself of a display panel configured to display an image of the video reels.

It is preferable that the gaming machine have a start button that a player can operate. Based on the fact that a controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that a plurality of scroll lines described above be formed in parallel to each other in a display region. For example, one reel that is formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel that is formed in a cylindrical shape (so called one video reel) corresponds to one scroll line. Thus, the scroll lines in the gaming machine according to the embodiment of the present invention may be the ones along which symbols can be moved, may be reels that are mechanically formed, or may be reels that are displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed (a first speed) along a scroll line with which symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is played in a normal game state.

The first movement mode is indicative of a mode in which symbols are moved, and may be able to specify a direction in which symbols are moved, a speed, a velocity, time required for stoppage, time required for next stoppage, final stoppage or the like. In particular, it is preferable that the first movement mode be a reference mode. That is, it is preferable that, when a normal unit game is played, symbols be displayed in the first movement mode.

The processing operation of (1-6-1) is adapted to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in accordance with this processing operation. Therefore, in the processing operation of (1-6-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-6-2) is a processing operation of displaying predetermined symbols in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed. The predetermined symbols are that are associated with a plurality of scroll lines. The symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-6-3) is a processing operation of displaying predetermined symbols in a stopped state, subsequent to the processing operation of (1-6-2).

The processing operation of (1-6-4) is a processing operation of displaying symbols that are associated with at least one scroll line among a plurality of scroll lines, in a stepwise manner along that scroll line, after the processing operation of (1-6-3) has been executed.

The processing operation of (1-6-8) is a processing operation of selecting and executing any of the processing operations of (1-6-5) of displaying symbols so as to be moved in a first direction by a predetermined distance; (1-6-6) of displaying symbols so as to be moved in a second direction by a predetermine distance; and (1-6-7) of displaying symbols in a stopped state.

The processing operation of (1-6-9) is a processing operation of automatically stopping and rearranged, with a predetermined timing, symbols that are associated with at least one scroll line among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-6-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-6-1) are automatically stopped without a need to make a player operation.

Symbols are moved in a stepwise manner; and therefore, the symbols are moved clearly differently, thereby enabling a player to be surprised to see it. In addition, it is selectively executed as to whether the symbols are moved in a first direction by a predetermined distance or as to whether the symbols are moved by a predetermined distance in a second direction that is different from the first direction or are stopped, so that a tense atmosphere and a sense of expectation can be imparted in such a manner as to disable a player to except how the symbols are moved. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Outline of Seventh symbol Display Control Processing>>

The gaming machine according to the embodiment in which a prize is determined based on rearranged symbols, the gaming machine comprising:

a display (For example, the display window 150 described above, etc) having a display region in which symbols that are associated with each of a plurality of scroll lines (For example, five reels M3 a to M3 e described below, etc) are to be displayed; and

a controller (For example, the CPU 71 described above, etc) for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of:

(1-7-1) randomly determining symbols to be rearranged (For example, step S8 described below, etc);

(1-7-2) displaying symbols that are associated with one scroll line among the plurality of scroll lines, in the display region so as to be moved (For example, step S7011, S7015, S7019, S7023 and S7027 described below, etc);

(1-7-3) after a predetermined period of time has elapsed after the processing operation of (1-7-2) has been executed, displaying symbols that are associated with another scroll line that is different from said one scroll line among the plurality of scroll lines, in the display region so as to be moved (For example, step S7013, S7017, S7021 and S7025 described below, etc);

(1-7-4) repeating the processing operations of (1-7-2) and (1-7-3) until symbols that are associated with all of the plurality of scroll lines have been moved (For example, step S7011 to S7029 described below, etc); and

(1-7-5) automatically stopping symbols that are associated with at least one among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-7-1) (For example, step S11 and step S5727 described below, etc).

The gaming machine according to the embodiment of the present invention has a display and a controller. The display has a display region in which symbols are to be displayed. Depending on a kind of symbols, a result of a unit game to be executed in the gaming machine is determined. The unit game is a game to be played as one round in which symbols to be rearranged are randomly determined, movement of the symbols is started, and then, the symbols are rearranged.

The display region of the display is equivalent to an opening or a window that is formed so that the symbols can be visually recognized on a front face of a cabinet on which reels are disposed, for example. In addition, in the case of video reels or the like, this display region is equivalent to a display surface itself of a display panel configured to display an image of the video reels.

It is preferable that the gaming machine have a start button that a player can operate. Based on the fact that a controller has received a signal indicating that the player has operated the start button, it is preferable that the controller randomly determine symbols to be rearranged and then control symbol display in the display region.

In addition, it is preferable that a plurality of scroll lines described above be formed in parallel to each other in a display region. For example, one reel that is formed in a cylindrical shape corresponds to one scroll line. In addition, an image of one reel that is formed in a cylindrical shape (so called one video reel) corresponds to one scroll line. Thus, the scroll lines in the gaming machine according to the embodiment of the present invention may be the ones along which symbols can be moved, may be reels that are mechanically formed, or may be reels that are displayed as an image.

Further, it is preferable that a symbol movement mode be a mode (a first movement mode) in which symbols are moved in a first direction at a predetermined speed along a scroll line with which symbols are associated. It is preferable that the first movement mode be a normal symbol movement mode in the gaming machine. For example, it is preferable that the first movement mode be a symbol movement mode (a reference movement mode) when a basic game is played in a normal game state.

The first movement mode is indicative of a mode in which symbols are moved, and may be able to specify a direction in which symbols are moved, a speed, a velocity, time required for stoppage, time required for next stoppage, final stoppage or the like. In particular, it is preferable that the first movement mode be a reference mode. That is, it is preferable that, when a normal unit game is played, symbols be displayed in the first movement mode.

The processing operation of (1-7-1) is adapted to randomly determine symbols to be rearranged. For example, random numbers are generated and then symbols are determined by means of lottery processing or the like. This processing operation is a processing operation of determining symbols to be rearranged, and the contents of rendering are not determined in accordance with this processing operation. Therefore, in the processing operation of (1-7-1), only symbols to be rearranged are determined, and the contents of rendering are not determined.

The processing operation of (1-7-2) is a processing operation of displaying symbols that are associated with one scroll line among a plurality of scroll lines so as to be moved. Symbols are associated with each of the plurality of scroll lines. For example, symbols assigned to one reel are associated with that reel. In addition, even with different scroll lines, symbols of a same kind may be associated. For example, a symbol “7” may be associated with a first scroll line (a first reel) or a second scroll line (a second reel). In addition, it is preferable that a plurality of symbols be associated with each of the scroll lines in a predetermined sequential order. For example, a plurality of symbols assigned to a reel are arranged to be associated along that reel in a predetermined sequential order. Therefore, the symbols are moved along the scroll line in a predetermined sequential order.

The processing operation of (1-7-3) is a processing operation of displaying symbols that are associated with another scroll line that is different from one scroll line so as to be moved, after a predetermined period of time has elapsed after the processing operation of (1-7-2) has been executed. By doing this, after a predetermined period of time has elapsed after movement of the symbols that are associated with one scroll line has started, the movement of the symbols that are associated with one scroll line can be started and then symbol movement can be gradually started.

The processing operation of (1-7-4) is a processing operation of repeating the processing operations of (1-7-2) and (1-7-3) until symbols that are associated with all of a plurality of scroll lines have been moved. Symbol movement can be gradually started until all of the symbols have been moved.

The processing operation of (1-7-5) is a processing operation of automatically stopping and rearranging, with a predetermined timing, symbols that are associated with at least one scroll line among a plurality of scroll lines. Symbols are rearranged, whereby a unit game completes. As described above, in principle, symbols that are determined in accordance with the processing operation of (1-7-1) are automatically stopped and rearranged without a need to make a player operation. In addition, even in a case where symbols are displayed in a stopped state by means of a player operation, such display is made for at least one scroll line among a plurality of scroll lines, and as to the remaining scroll lines, the symbols that are determined in accordance with the processing operation of (1-7-1) are automatically stopped without a need to make a player operation.

Symbol movement is gradually started, so that a sense of expectation can be imparted to a player at the time of starting a unit game. In this way, in a unit game from start of symbol movement to symbol rearrangement, it is possible to prompt a player to pay his or her attention by means of symbol movement.

<<Reel Rotation Start Processing>>

FIG. 66 is a flowchart showing a subroutine of reel rotation start processing to be invoked and executed in step S9 of FIG. 47 described above.

First, the CPU 71 determines whether or not to normally rotate reels (step S6611). Whether or not to normally rotate reels can be determined in accordance with a result of lottery processing that performed after generating random numbers.

When the CPU 71 determines that reels are normally rotated (YES), the CPU 71 selects a normal rotation mode (step S6613). This normal rotation is equivalent to a “first mode”. On the other hand, when the CPU 71 determines that no reel is normally rotated (NO), the CPU 71 selects a special rotation mode (step S6615).

This special rotation mode includes a plurality of modes, and includes sixth display control processing to twelfth display control processing to be described later. In the processing operation of step S6615, random numbers are generated and then from among these processing operations, one processing operation is selected as a special rotation mode. The sixth to twelfth display control processing operations include those relating to rotation stop processing as well as those relating to rotation start processing. For example, the sixth, eighth, ninth, tenth, and eleventh display control processing operations are processing operations relating to rotation stop processing. In addition, the sixth, seventh, and twelfth display control processing operations are processing operations relating to rotation start processing. The sixth display control processing is a processing operation including both of rotation start processing and rotation stop processing.

All the contents of the special rotation modes including rotation start processing and rotation stop processing are defined in accordance with a processing operation of selecting a special rotation mode in step S6615. That is, all display modes required in a unit game can be defined while reels start rotation after an operating button has been operated in the processing operation of step S4. By doing this, a unit game can be completed without a need to execute a processing operation of defining a display mode partway of the unit game and then unit game processing can be executed speedily and simply.

Next, the CPU 71 executes reel rotation processing in the selected mode in step S6613 or S6615 (step S6617) and then completes this subroutine.

<<Reel Rotation Stop Processing>>

FIG. 67 is a flowchart showing a subroutine of reel rotation stop processing to be invoked and executed in step S11 of FIG. 47 described above.

First, the CPU 71 determines whether or not to normally stop reels (step S6711). This determination processing is a processing operation of randomly determining whether or not to generate random numbers, normally stopping reels by means of lottery processing, and then determine a result of the random determination.

When the CPU 71 determines that the reels are normally stopped (YES), the CPU 71 selects a normal stop mode (step S6713). This normal stop mode is equivalent to a “first mode”. On the other hand, when the CPU 71 determines that no reels are normally stopped (NO), the CPU 71 causes the routine to migrate to step S6717 to be described later.

Next, the CPU 71 determines whether or not a timing of stopping the reels is established (step S6717). When the CPU 71 determines that no timing of stopping the reels is established (NO), the CPU 71 causes the routine to revert to step S6717.

When the CPU 71 determines that the timing of stopping the reels is established (YES), the CPU 71 determines whether or not a li-zhi has been established based on symbols on a reel having already stopped (step S6719). When the CPU 71 determines that the timing of stopping the reels is not established (NO), the CPU 71 causes the routine to migrate to step S6727. By doing this, the reels can be stopped in a normal stop mode or in a special stop mode.

Determination of whether or not the li-zhi has been established in step S6719 can be made by means of only symbols having already stopped as long as they are normal symbols. A predetermined winning combination has been determined in accordance with the combination determination processing of step S8 described above, so that whether or not the li-zhi has been established can be determined by comparing the symbols that are arranged along a winning line and the symbols forming a winning combination. Therefore, as a result of the comparison, when one symbol is not determined from among the symbols forming a winning combination, it can be determined that a li-zhi has been established.

In contrast, in a case where scatter symbols have been employed, whether or not a li-zhi has been established can be determined by counting the number of scatter symbols from the symbols on a reel having already stopped. With the use of code numbers of symbols on the reel having already stopped, the number of scatter symbols that have already been displayed in a stopped state (the number of symbols having already been stopped) can be counted by referring to a data table shown in FIG. 42. As described above, in a case where the scatter symbols have been employed, it is determined whether or not a winning prize has been established in accordance with the number of scatter symbols having been rearranged. That is, a winning prize can be obtained when the number of scatter symbols having been rearranged is greater than a predetermined number (the number of winning scatter symbols). In addition, the number of scatter symbols to be displayed in a stopped state from now (the number of scatter symbols to be stopped) can be obtained from a combination that is determined in accordance with the determination processing of step S8. The number of scatter symbols having been stopped and the number of scatter symbols to be stopped, described above, can be obtained by referring to the data table shown in FIG. 42 with the use of code numbers indicating symbols. In this way, in the case of a unit game using scatter symbols, it can be determined whether or not a li-zhi has been established from the number of scatter symbols having been stopped and the number of scatter symbols to be stopped.

When the CPU 71 determines that the li-zhi has been established (YES), the CPU 71 determines whether or not the normal stop mode described above has been selected (step S6721). When the CPU 71 determines that no normal stop mode has been selected (NO), the CPU 71 causes the routine to migrate to step S6727. By doing this, when a special stop mode has already been selected, it is possible to disable determination of whether or not li-zhi rendering is performed in the processing operation of the step S6723 described above. Li-zhi rendering is included in the special stop mode that is selected in the processing operation of the step S6715 described above, whereby, even in a case where it is determined that li-zhi rendering is not performed in the determination of step S6723, li-zhi rendering itself can be executed.

When the CPU 71 determines that the normal stop mode has been selected (YES), the CPU 71 determines whether or not to perform li-zhi rendering (step S6723). Whether or not li-zhi rendering is performed may be determined based on a result of lottery processing performed after random numbers have been generated. When the CPU 71 determines that no li-zhi rendering is performed (NO), the CPU 71 causes the routine to migrate to step S6727 to be described later.

When the CPU 71 determines that li-zhi rendering is performed (YES), the CPU 71 selects a li-zhi rendering mode (step S6725). This li-zhi rendering mode is equivalent to a “second mode”. The li-zhi rendering mode includes a plurality of modes, and includes the first to first display control processing operations to be described later. In the processing operation of step S6725, random numbers are generated and then one processing operation from these processing operations are selected as a li-zhi rendering mode by means of lottery processing.

Next, the CPU 71 executes reel stop control in a selected mode (step S6727). Reels are stopped in a variety of modes selected in the step S6713 or S6725 described above.

Next, the CPU 71 determines whether or not reels have stopped (step S6729). When the CPU 71 determines that no reels have stopped (NO), the CPU 71 causes the routine to revert to step S6729. When the CPU 71 determines that the reels have stopped (YES), the CPU 71 determines whether or not all of the reels have stopped (step S6731).

When the CPU 71 determines that all of the reels have not stopped (NO), the CPU 71 causes the routine to revert to the step S6717 described above. On the other hand, when the CPU 71 determines that all of the reels have stopped (YES), the CPU 71 completes this subroutine.

<<First Display Control Processing>>

FIG. 68 is a flowchart showing a subroutine of first display control processing. This subroutine is selected in the processing operation of step S6725 in FIG. 67 and the selected subroutine is invoked and executed in step S6727.

The first display control processing is a processing operation relating to stop control of a next reel after a li-zhi has established. That is, this control processing is a processing operation relating to control of a reel targeted for next stop control (hereinafter, referred to as a reel targeted for control) when a li-zhi has been established by means of stop control of at least one reel from among a plurality of reels.

<Outline of First Display Control Processing>

After a li-zhi has been established, a reel targeted for control repeats an action for the reel to move slowly, temporarily stop before a winning line on which a bonus symbol having already stopped is positioned, and then advance frames on a one by one frame basis every 0.5 second.

In the first display control processing, a winning line is referred to as each of three lines extending horizontally at upper, middle, and lower stages (refer to FIG. 81 (a) to FIG. 81 (b-6)). In addition, in FIG. 81 (a) to FIG. 81 (b-6), a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e are arranged in sequential order from the left. Further, as described above, when five or more bonus symbols have been rearranged, a bonus-in is established and the routine migrates to a bonus game. In FIG. 81 (a) to FIG. 81 (b-6), symbols marked with open circles “◯” indicate bonus symbols.

A more specific movement will be described with reference to FIG. 81 (a) to FIG. 81 (b-6). As shown in FIG. 81 (a), the first reel M3 a and the second reel M3 b that is the right next thereto stop and then a li-zhi is established. At this time point, as shown in FIG. 81 (a), the third reel M3 c to the fifth reel M3 e are still rotating. The first reel M3 a and the second reel M3 b have stopped, whereby the reels targeted for control become the third reel M3 c to the fifth reel M3 e. Hereinafter, the third reel M3 c will be described as a reel targeted for control. On the first reel M3 a, bonus symbols “◯” are positioned at the upper and lower stages, and on the second reel M3 b, a bonus symbol “◯” is positioned at the middle stage. Therefore, a total of three bonus symbols “0” are displayed in a stopped state.

Next, after the third reel M3 c that is a reel targeted for control has been rotated at a rotating side that is slower than a normal rotation speed, the reel is temporarily stopped, and then a symbol “BAR” is positioned at the middle stage (FIG. 81 (b-1)). Next, after 0.5 seconds, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, a symbol “7” is positioned at the upper stage, and then, the symbol “BAR” having been positioned at the middle stage is positionally shifted to the lower stage (FIG. 81 (b-2)).

Next, after 0.5 seconds, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, and the symbol “7” having been positioned at the upper stage is positioned at the middle stage (FIG. 81 (b-3)). Further, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, a bonus symbol “◯” is positioned at the upper stage, and the symbol “7” having been positioned at the middle stage is positionally shifted at the lower stage (FIG. 81 (b-4)).

Further, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, and the bonus symbol having been positioned at the upper stage is positionally shifted to the middle stage (FIG. 81 (b-5)). Further, after 0.5 seconds, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, the bonus symbols “◯” is positioned at the upper stage, and the bonus symbol having been positioned at the middle stage is positionally shifted to the lower stage (FIG. 81 (b-6)).

As shown in FIG. 81 (b-6), the bonus symbols “◯” are positioned at the upper and lower stages of the first reel M3 a, the bonus symbol “◯” is positioned at the middle stage of the second reel M3 b, and the bonus symbols “◯” are positioned at the upper and lower stages of the third reel M3 c. In this manner, five bonus symbols “◯” have been displayed in a stopped state, a bonus-in condition is met, and then the routine can migrate to a bonus game.

The “one frame” described above is referred to as an interval of a minimum unit of a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3 when the reel has stopped. For example, this interval is referred to as an interval of winning lines that are adjacent to each other along the movement direction (the rotation direction) of the reel. More specifically, when three winning lines are set at the upper, middle, and lower stages, an interval between the upper and middle stages or an interval between the middle and lower stages becomes one frame.

<Steps of First Display Control Processing>

Specifically, first display control processing is executed in accordance with a subroutine of FIG. 68. The steps of the first display control processing are as follows.

First, after the CPU 71 has operated a reel targeted for control on a rotating side that is slower than a normal rotation speed, the CPU 71 stops the rotating reel at a predetermined position (step S6811).

Next, the CPU 71 determines whether or not a predetermined period of time, for example, 0.5 second has elapsed (step S6813).

Next, when the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S6813. On the other hand, when the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 rotates the reel targeted for control by one frame and then stops the rotating reel again (step S6815).

Next, the CPU 71 determines whether or not a predetermined reel stop condition has been met (step S6817). The predetermined reel stop condition includes a condition for establishing a bonus-in or the like.

Next, when the CPU 71 determines that the predetermined reel stop condition has not been met (NO), the CPU 71 causes the routine to revert to step S6813. On the other hand, when the CPU 71 determines that the predetermined reel stop condition has been met (YES), the CPU 71 determines whether or not a rotating reel exists (step S6819).

Next, when the CPU 71 determines that a rotating reel exists (YES), the CPU 71 changes a reel targeted for control (step S6821) and then causes the routine to revert to the step S6811 described above. On the other hand, when the CPU 71 determines that no rotating reel exists (NO), i.e., when the CPU 71 stops all of the reels and then determines that symbol rearrangement has completed, the CPU 71 completes this subroutine.

By making such a processing operation, the reels can be controlled to be moved on a one by one frame basis and stopped so as to gradually close to a predetermined reel stop condition, for example, a condition for establishing a bonus-in; and a player can be given a sense of expectation.

<<Second Display Control Processing>>

FIG. 69 is a flowchart showing a subroutine of second display control processing. This subroutine is selected in the processing operation of step S6725 in FIG. 67 and then the selected subroutine is invoked and executed in step S6727.

The second display control processing is also a processing operation relating to stop control of a next reel after a li-zhi has been established. That is, this processing is a processing operation relating to control of a reel targeted for next stop control (hereinafter, referred to as a reel targeted for control) when a li-zhi has been established by controlling at least one reel to be stopped from among a plurality of reels.

<Outline of Second Display Control Processing>

After a li-zhi has been established, a reel targeted for control repeats an action for the reel to temporarily stopping and then rotating again, temporarily stopping again, and further, rotating again. Every time the reel targeted for control stops, symbols are displayed in a stopped state so as to gradually close to a predetermined reel stop condition, for example, a condition for establishing a bonus-in.

In FIG. 82 (a) to FIG. 82 (b-7), a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e are arranged in sequential order from the left. Further, as described above, when five or more bonus symbols have been rearranged, a bonus-in is established and then the routine migrates to a bonus game. In FIG. 82 (a) to FIG. 82 (b-7), symbols marked with open circles “◯” indicate bonus symbols.

A more specific movement will be described with reference to FIG. 82 (a) to FIG. 82 (b-7). As shown in FIG. 82 (a), the first reel M3 a and the second reel M3 b that is the right next thereto stop and then a li-zhi is established. At this time point, as shown in FIG. 82 (a), the third reel M3 c to the fifth reel M3 e are still rotating. The first reel M3 a and the second reel M3 b have stopped, whereby the reels targeted for control become the third reel M3 c to the fifth reel M3 e. Hereinafter, the third reel M3 c will be described as a reel targeted for control. On the first reel M3 a, bonus symbols “◯” are positioned at the upper and lower stages, and on the second reel M3 b, a bonus symbol “◯” is positioned at the middle stage. Therefore, a total of three bonus symbols “◯” are displayed in a stopped state.

Next, the third reel M3 c that is a reel targeted for control temporarily stops (a first time of stop) and then a symbol “BAR” is positioned at the middle stage (FIG. 82 (b-1)). Next, after a predetermined period of time has elapsed, the third reel M3 c that is a reel targeted for control rotates again (FIG. 82 (b-2)).

Next, the third reel M3 c that is a reel targeted for control temporarily stops again (a second time of stop), a symbols “7” is positioned at the upper stage, and a symbol “BAR” is positioned at the lower stage (FIG. 82 (b-3)). At the second time of stop, the third reel M3 a that is a reel targeted for control stops at a position at which the reel has rotated in a downward direction by one frame more than at the first time of stop described above (FIG. 82 (b-1). Next, after a predetermined period of time has elapsed, the third reel M3 c that is a reel targeted for control rotates again (FIG. 82 (b-4)).

Next, the third reel M3 c that is a reel targeted for control temporarily stops again (a third time of stop) and then a symbol “7” is positioned at the middle stage (FIG. 82 (b-5)). At the third time of stop, the third reel M3 c that is a reel targeted for control stops at a position at which the reel has rotate in a downward direction by one frame more than at the second time of stop described above (FIG. 82 (b-3). Next, after a predetermined period of time has elapsed, the third reel M3 c that is a reel targeted for control rotates again (FIG. 82 (b-6)).

Next, the third reel M3 c that is a reel targeted for control temporarily stops again (a fourth time of stop), a bonus symbol “◯” is positioned at the upper stage, and then, a symbol “7” is positioned at the lower stage (FIG. 82 (b-7)). At the fourth time of stop, the third reel M3 c that is a reel targeted for control stops at a position at which the reel has rotated in a downward direction by one frame more than at the third time of stop (FIG. 82 (b-5)) described above.

Further, when the third reel M3 c that is a reel targeted for control has been stopped by making a similar processing operation, the bonus symbols “◯” can be positioned at the upper and lower stages (not shown), a condition for establishing a bonus-in can be met, and then the routine can migrate to a bonus game.

The “one frame” described above is referred to as an interval of a minimum unit of a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3 when the reel has stopped. For example, this interval is referred to as an interval of winning lines that are adjacent to each other along the movement direction (the rotation direction) of the reel. More specifically, when three winning lines are set at the upper, middle, and lower stages, an interval between the upper and middle stages or an interval between the middle and lower stages becomes one frame.

<Steps of Second Display Control Processing>

Specifically, second display control processing is executed in accordance with a subroutine of FIG. 69. The steps of the second display control processing are as follows.

First, the CPU 71 stops a reel targeted for control at a predetermined position (step S6911).

Next, the CPU 71 determines a first predetermined period of time, for example, 0.5 second has elapsed (step S6913).

Next, when the CPU 71 determines that the first predetermine period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S6913. On the other hand, when the CPU 71 determines that the first predetermined period of time has elapsed (YES), the CPU 71 rotates a reel targeted for control (step S6915).

Next, the CPU 71 determines whether or not a second period of time, for example, 0.5 second has elapsed (step S6917).

Next, the CPU 71 stop-controls the reel targeted for control so as to stop at a position at which the reel has been rotated by one frame more than at which the reel targeted for control has been stopped previously (step S6919).

Next, the CPU 71 determines whether or not a predetermined reel stop condition has been met (step S6921). The predetermined reel stop condition includes a condition for establishing a bonus-in, for example.

Next, when the CPU 71 determines that the predetermined reel stop condition has not been met (NO), the CPU 71 causes the routine to revert to step S6913. On the other hand, when the CPU 71 determines that the predetermined reel stop condition has been met (YES), the CPU 71 determines whether or not a rotating reel still exists (step S6923).

Next, when the CPU 71 determines that the rotating reel exists (YES), the CPU 71 changes the reel targeted for control (step S6925) and then causes the routine to revert to the step S6911 described above. On the other hand, when the CPU 71 determines that no rotating reel exists (NO), i.e., when the CPU 71 stops all reels and then determines that symbol rearrangement has completed, the CPU 71 competes this subroutine.

By making such a processing operation, while a player is given a sense of uneasiness that no bonus-in may be established every time a reel targeted for control rotates, a reel targeted for control is controlled to be stopped so as to close to a predetermined reel stop condition, for example, a condition for establishing a bonus-in on a one by one frame basis every time the reel is stopped after being rotated, so that the player can be given a higher sense of expectation again.

<<Third Display Control Processing>>

FIG. 70 is a flowchart showing a subroutine of third display control processing. This subroutine is selected in the processing operation of step S6725 in FIG. 67 and then the selected subroutine is invoked and executed in step S6727.

The third display control processing is a processing operation relating to stop control a next reel after a li-zhi has been established. That is, this control processing is a processing operation relating to control of a reel targeted for next stop control (hereinafter, referred to as a reel targeted for control) when a li-zhi has been established by controlling at least one reel to be stopped from among a plurality of reels.

<Outline of Third Display Control Processing>

After a li-zhi has been established, a reel targeted for control repeats an action for the reel to temporarily stop before a winning line on which a bonus symbol of a reel having already stopped is positioned, then advance on a one by one frame basis every 0.5 second, then temporarily stop before the winning line on which the bonus symbol having already stopped is positioned, and then, advance on a one by one frame basis every 0.5 second. For example, the above reel repeats an action of frame feeding and re-rotation (re-spinning). A “frame feeding” is an operation or the like of advancing on a one by one frame basis every 0.5 second.

In the first display control processing, a “winning line” is referred to as each of three lines extending horizontally at the upper, middle, and lower stages (refer to FIG. 83 (a) to FIG. 83 (b-9)). In addition, in FIG. 83 (a) to FIG. 83 (b-9), a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e are arranged in sequential order from the left. Further, as described above, when five or more bonus symbols have been rearranged, a bonus-in is established and then the routine migrates to a bonus game. In FIG. 83 (a) to FIG. 83 (b-9), symbols marked with open circles “◯” indicate bonus symbols.

A more specific movement will be described with reference to FIG. 83 (a) to FIG. 83 (b-9). As shown in FIG. 83 (a), the first reel M3 a and the second reel M3 b that is the right next thereto stop and then a li-zhi is established. At this time point, as shown in FIG. 83 (a), the third reel M3 c to the fifth reel M3 e are still rotating. The first reel M3 a and the second reel M3 b have stopped, whereby the reels targeted for control become the third reel M3 c to the fifth reel M3 e. Hereinafter, the third reel M3 c will be described as a reel targeted for control. On the first reel M3 a, bonus symbols “◯” are positioned at the upper and lower stages, and on the second reel M3 b, a bonus symbol “◯” is positioned at the middle stage. Therefore, a total of three bonus symbols “◯” are displayed in a stopped state.

Next, the third reel M3 c that is a reel targeted for control temporarily stops and then a symbol “7” is positioned at the middle stage (FIG. 83 (b-1)). Next, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, a bonus symbol “◯” is positioned at the upper stage, and then the symbol “7” having been positioned at the middle stage is positionally shifted to the lower stage (FIG. 83 (b-2)).

Next, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame and then a bonus symbol “◯” having been positioned at the upper stage is positionally shifted to the middle stage (FIG. 83 (b-3)). Further, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, a bonus symbol “◯” is positioned at the upper stage, and then, the bonus symbol “◯” having been positioned at the middle stage is positionally shifted to the lower stage (FIG. 83 (b-4)).

Next, the third reel M3 c that is a reel targeted for control rotates again (FIG. 83 (b-5) and then temporarily stops, and a symbol “7” is positioned at the middle stage (FIG. 83 (b-6)). Next, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, a bonus symbol “◯” is positioned at the upper stage, and then, the symbol “7” having been positioned at the middle stage is positionally shifted to the lower stage (FIG. 83 (b-7)).

Next, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward by one frame and then the bonus symbols having positioned at the upper stage is positionally shifted to the middle stage (FIG. 83 (b-8)). Further, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates in a downward direction by one frame, a bonus symbol “◯” is positioned at the upper stage, and then, the bonus symbol “◯” having been positioned at the middle stage is positionally shifted to the lower stage (FIG. 83 (b-9)).

As shown in FIG. 83 (b-9), bonus symbols “◯” are positioned at the upper and lower stages of the first reel M3 a; a bonus symbol “◯” is positioned at the middle stage of the second reel M3 b; and bonus symbols “◯” are positioned at the upper and lower stages of the third reel M3 c. In this way, five bonus symbols have been displayed in a stopped state; a condition for establishing a bonus-in is met; and then, the routine can migrate to a bonus game.

The “one frame” described above is referred to as an interval of a minimum unit of a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3 when the reel has stopped. For example, this interval is referred to as an interval of winning lines that are adjacent to each other along the movement direction (the rotation direction) of the reel. More specifically, when three winning lines are set at the upper, middle, and lower stages, an interval between the upper and middle stages or an interval between the middle and lower stages becomes one frame.

<Steps of Third Display Control Processing>

Specifically, third display control processing is executed in accordance with a subroutine of FIG. 70. The steps of the third display control processing are as follows.

First, after the CPU 71 has operated a reel targeted for control on a rotating side that is slower than a normal rotation speed, the CPU 71 stops the rotating reel at a predetermined position (step S7011).

Next, the CPU 71 determines whether or not a first predetermined period of time, for example, 0.5 second has elapsed (step S7013).

Next, when the CPU 71 determines that the first predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7013. On the other hand, when the CPU 71 determines that the first predetermined period of time has elapsed (YES), the CPU 71 rotates the reel targeted for control by one frame and then stops the rotating reel again (step S7015).

Next, the CPU 71 determines whether or not a predetermined reel stop condition has been met (step S7017). The predetermined reel stop condition includes a condition for establishing a bonus-in or the like.

Next, when the CPU 71 determines that the predetermined reel stop condition has not been met (NO), the CPU 71 causes the routine to revert to step S7013. On the other hand, when the CPU 71 determines that the predetermined reel stop condition has been met (YES), the CPU determines whether or not a predetermined completion condition has been met (step S7019). The predetermined completion condition can be met when the number of times of execution of a processing operation in step S7021 to be described later reaches a predetermined number of times. The predetermined number of times include three times, for example. By doing this, the processing operations of steps S7011 to S7023 can be repeated until the number of times of rotation of a reel targeted for control has reached a predetermined number of times.

When the CPU 71 determines that the predetermined completion condition has not been met in the determination processing of step S7019 (NO), the CPU 71 rotates a reel targeted for control (step S7021).

Next, the CPU 71 determines whether or not a second predetermined period of time, for example, 0.5 second has elapsed (step S7023).

Next, when the CPU 71 determines that the second predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7023. On the other hand, when the CPU 71 determines that the second predetermined period of time has elapsed (YES), the CPU 71 causes the routine to revert to step S7011.

When the CPU 71 determines that the predetermined completion condition has been met in the determination processing of the step S7019 described above (YES), the CPU 71 determines whether or not a rotating reel exist (step S7025).

Next, when the CPU 71 determines that the rotating reel exists (YES), the CPU 71 changes a reel targeted for control (step S7027) and then causes the routine to revert to the step S7011 described above. On the other hand, when the CPU 71 determines that no rotating reel exists (NO), i.e., when the CPU 71 stops all of reels and then determines that symbol rearrangement has completed, the CPU 71 completes this subroutine.

By making such a processing operation, although a predetermined reel stop condition is temporarily met, a reel targeted for control is rotated again, thus making a player feel uneasiness. In addition, the predetermined reel stop condition is met by making a similar movement, thus enabling a player to have a higher sense of expectation.

<<Fourth Display Control Processing>>

FIG. 71 is a flowchart showing a subroutine of fourth display control processing. This subroutine is selected in the processing operation of step S6725 in FIG. 67 and then the selected subroutine is invoked and executed in step S6727.

The fourth display control processing is a processing operation relating to next reel stop control after a li-zhi has been established. That is, this control processing is a processing operation relating to control of a reel targeted for next stop control (hereinafter, referred to as a reel targeted for control) when a li-zhi has been established by controlling at least one reel to be stopped from among a plurality of reels.

<Outline of Fourth Display Control Processing>

After a li-zhi has been established, a reel targeted for control repeats an action for the reel to temporarily stop, then rotate in a forward direction again, then temporarily stop, then rotate in a backward direction again, then temporarily stop, then rotate slowly in the forward direction, and then, stop. At this time, a position at which the reel targeted for control stops is made different from another one every time the reel targeted for control stops. For example, the reel targeted for control stops so as to close onto a winning line on which a prize can be obtained, every time the reel targeted for control stops.

In the fourth display control processing as well, a winning line is referred to as each of three lines extending horizontally at the upper, middle, and lower stages (refer to FIG. 84 (a) to FIG. 84 (b-7). In addition, in FIG. 84 (a) to FIG. 84 (b-7), a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e are arranged in sequential order from the left. Further, as described above, when five or more bonus symbols have been rearranged, a bonus-in is established and then the routine migrates to a bonus game. In FIG. 84 (a) to FIG. 84 (b-7), symbols marked with open circles “◯” indicate bonus symbols.

A more specific movement will be described with reference to FIG. 84 (a) to FIG. 84 (b-7). As shown in FIG. 84 (a), the first reel M3 a and the second reel M3 b that is the right next thereto stop and then a li-zhi is established. At this time point, as shown in FIG. 84 (a), the third reel M3 c to the fifth reel M3 e are still rotating. The first reel M3 a and the second reel M3 b have stopped, whereby the reels targeted for control become the third reel M3 c to the fifth reel M3 e. Hereinafter, the third reel M3 c will be described as a reel targeted for control. On the first reel M3 a, bonus symbols “◯” are positioned at the upper and lower stages, and on the second reel M3 b, a bonus symbol “◯” is positioned at the middle stage. Therefore, a total of three bonus symbols “◯” are displayed in a stopped state.

Next, the third reel M3 c that is a reel targeted for control temporarily stops and then a symbol “BAR” is positioned at the middle stage (FIG. 84 (b-1)). Next, after a predetermined period of time, for example, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates (FIG. 84 (b-2)) in a forward direction (for example, in a downward direction).

Next, after a predetermined period of time, the third reel M3 c that is a reel targeted for control temporarily stops and then a symbol “BAR” is positioned at the middle stage (FIG. 84 (b-3)). Next, after a predetermined period of time, for example, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates (FIG. 84 (b-4)) in a backward direction (for example, in an upward direction).

Next, after a predetermined period of time, the third reel M3 c that is a reel targeted for control temporarily stops and then a symbol “BAR” is positioned at the middle stage (FIG. 84 (b-5)). Next, after a predetermined period of time, for example, after 0.5 second, the third reel M3 c that is a reel targeted for control rotates slowly (FIG. 84 (b-6)) in a forward direction (for example, in an upward direction).

Next, after a predetermined period of time, the third reel M3 c that is a reel targeted for control stops and then bonus symbols “◯” are displayed in a stopped state at the upper and lower stages (FIG. 84 (b-7)).

FIG. 84 (b-1), FIG. 84 (b-3), and FIG. 84 (b-5) showed a case in which symbols of same kind “BAR” are displayed in a stopped state at the middle stage. As described above, it is preferable that symbols of different kinds be displayed in a stopped so that stopped positions are different from each other every time a reel targeted for control stops. In particular, it is preferable that a current condition be gradually close to a condition for establishing a bonus-in every time a reel targeted for control stops.

As shown in FIG. 84 (b-7), bonus symbols “◯” are positioned at the upper and lower stages of the first reel M3 a; a bonus symbol “◯” is positioned at the middle stage of the second reel M3 b; and bonus symbols “◯” are positioned at the upper and lower stages of the third reel M3 c. In this manner, five bonus symbols have been displayed in a stopped state, a condition for establishing a bonus-in is met, and then, the routine can migrates to a bonus game.

<Steps of Fourth Display Control Processing>

Specifically, fourth display control processing is executed in accordance with a subroutine of FIG. 71. The steps of the fourth display control processing are as follows.

First, the CPU 71 stops a reel targeted for control at a predetermined position (step S7111).

Next, the CPU 71 determines whether or not a first predetermined period of time, for example, 0.5 second has elapsed (step S7113).

Next, when the CPU 71 determines that the first predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7113. On the other hand, when the CPU 71 determines that the first predetermined period of time has elapsed (YES), the CPU 71 rotates a reel targeted for control in a forward direction (step S7115). The forward direction used herein designates a direction in which a reel targeted for control rotates in a downward direction in a display window 150, for example.

Next, the CPU 71 stops the reel targeted for control at a predetermined position after the predetermined period of time has elapsed after rotation of the reel targeted for control has been started (step S7117).

Next, the CPU 71 determines whether a second predetermined period of time, for example, 0.5 second has been elapsed (step S7119).

Next, when the CPU 71 determine that the second predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7119. On the other hand, when the CPU 71 determines that the second predetermined period of time has elapsed (YES), the CPU 71 rotates the reel targeted for control in a backward direction (step S7121). The backward direction used herein designates a direction in which the reel targeted for control rotates in an upward direction in the display window 150, for example.

Next, the CPU 71 stops the reel targeted for control at a predetermined position after the predetermined period of time has elapsed after rotation of the reel targeted for control has been started (step S7123).

Next, the CPU 71 determines whether or not a third predetermined period of time, for example, 0.5 second has elapsed (step S7125).

Next, when the CPU 71 determines that the third period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7125. On the other hand, when the CPU 71 determines that the third period of time has elapsed (YES), the CPU 71 rotates the reel targeted for control slowly (step S7127). A rotation speed in the processing operation of step S7127 may be a speed that is slower than a rotation speed in step S7115 or step S7121. In addition, with the rotation speed of the reel targeted for control being slowed down gradually, the reel targeted for control may be stopped in the processing operation of the next step S7129.

Next, the CPU 71 stops the reel targeted for control at a predetermined position after the predetermined period of time has elapsed after rotation of the reel targeted for control has been started (step S7129).

Next, the CPU 71 determines whether or not a completion condition has been met (step S7131). The completion condition used herein designates that a stop position of the reel targeted for control has been determine at a position at which a condition for establishing a bonus-in is met. That is, this determination processing is to determine whether or not the reel targeted for control has stopped at the position at which the condition for establishing a bonus-in is met in accordance with the processing operation of S7129.

Next, when the CPU 71 determines that the completion condition has not been met (NO), the CPI 71 causes the routine to revert to step S7113. On the other hand, when the CPU 71 determines that the completion condition has been met (YES), the CPU 71 determines whether or not a rotating reel exists (step S7133).

Next, when the CPU 71 determines that the rotating reel exists (YES), the CPU 71 changes the reel targeted for control (step S7135) and then causes the routine to revert to the step S7111 described above. On the other hand, when the CPU 71 determines that the rotating reel does not exist (NO), i.e., when the CPU 71 stops all reels and then determines that symbol rearrangement has completed, the CPU 71 completes this subroutine.

While the example described above showed a case in which the processing operations of steps S7113 to S7129 are executed in sequential order, any one processing operation may be selected and executed from among processing operations of: executing lottery processing every time until the completion condition of step S7131 has been established and then rotating a reel targeted for control in a forward direction (step S7115); rotating the reel targeted for control in a backward direction (step S7121); and rotating the reel targeted for control slowly in the forward direction (step S7127). By doing this, a reel movement mode is randomly selected until the completion condition of step S7131, thus enabling a player to visually recognize the reel movement to thereby able to impart a tense atmosphere and to enhance a sense of expectation.

In the processing operations of the steps S7117, S7123, and S7129 described above, a position for stopping the reel targeted for control is predetermined. The position for stopping the reel targeted for control may be randomly determined. In addition, the position for stopping the reel targeted for control may be determined so as to be gradually close to a position meeting a condition for establishing a bonus-in every time the reel targeted for control stops, i.e., so as to be gradually close onto a winning line on which a prize can be obtained. In this way, a player's sense of expectation can be enhanced by stopping the reel targeted for control.

In this way, the reel targeted for reel is forwardly rotated, is backwardly rotated, or is slowly rotated to be thereby able to impart a sense of enhance a sense of expectation while imparting a sense of uneasiness to a player.

<<Fifth Display Control Processing>>

FIG. 72 is a flowchart showing a subroutine of fifth display control processing. This subroutine is selected in the processing operation of step S6725 in FIG. 67 and then the selected subroutine is invoked and executed in step S6727.

The fifth display control processing is a processing operation relating to next reel stop control after a li-zhi has been established. That is, this control operation is a processing operation relating to control of a reel targeted for next stop control (hereinafter, referred to as a reel targeted for control when a li-zhi has been established by controlling at least one reel to be stopped from among a plurality of reels. In the first to fourth display control processing operations described above, the number of reels targeted for control is always one, and when a plurality of reels rotate after a li-zhi has been established, the plurality of reels each are sequentially selected as a reel targeted for control and then are controlled to be stopped. The fifth display control processing is to control at least two reels to be stopped as reels targeted for control when a plurality of reels rotates after a li-zhi has been established.

<Outline of Fifth Display Control Processing>

After a li-zhi has been established, while all of the remaining reels rotate as reels targeted for control, symbols are adjusted to be formed in a horizontal direction. For example, as to symbols “7” of same kind assigned to the respective three reels, three reels rotate while three symbols “7”-“7”-“7” of same kind are formed in a horizontal direction and then these reels stop at the same time.

A more specific movement will be described with reference to FIG. 85 (a) to FIG. 85 (c). As shown in FIG. 85 (a), a first reel M3 a and a second reel M3 b that is the right next thereto stop and then a li-zhi is established. At this time point, as shown in FIG. 85 (a), a third reel M3 c and a fifth reel M3 e are still rotating. The first reel M3 a and the second reel M3 b have stopped, whereby the reels targeted for control become the third reel M3 c to the fifth reel M3 e. Hereinafter, the third reel M3 c will be described as a reel targeted for control. On the first reel M3 a, bonus symbols “◯” are positioned at the upper and lower stages, and on the second reel M3 b, a bonus symbol “◯” is positioned at the middle stage. Therefore, a total of three bonus symbols “◯” are displayed in a stopped state.

Next, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e that are reels targeted for control adjust rotation speeds of the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e so that symbols are formed along a horizontal direction while mainlining their rotating states (step S85 (b)).

Next, when the symbols are formed along the horizontal direction, the rotation speeds of the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are equalized (FIG. 85 (c)) and then the equalized rotation speeds of the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are gradually slowed down at the same time, and the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are stopped at the same time.

<Steps of Fifth Display Control Processing>

Specifically, fifth display control processing is executed in accordance with a subroutine of FIG. 72. The steps of the fifth display control processing are as follows.

First, the CPU 71 changes a rotation speed of a reel targeted for control (step S7211). In a case where two reels targeted for control exist, one reel targeted for control is maintained at a normal rotation speed, whereas the other reel targeted for control is set at a speed that is different from the normal rotation speed. By doing this, symbols can be gradually formed while the reels targeted for control are rotated. In addition, in a case where three reels targeted for control exist, a first reel targeted for control is maintained at a normal rotation speed, a second reel targeted for control is set at a first speed that is different from the normal rotation speed, and a third reel targeted for control is set at a second speed that is different from the normal speed and the first speed. By doing this, symbols can be gradually formed while the reels targeted for control are rotated.

Next, the CPU 71 determines whether or not there exist reels targeted for control on which symbols have been formed in a horizontal direction (step S7213). This determination is made by a reel targeted for control, which is rotating at a normal rotation speed, and by a reel targeted for control, which is rotating at a rotation speed that is different from the normal rotation speed. Whether or not symbols have been formed in a horizontal direction can be determined with the use of numbers for identifying the symbols. When the CPU 71 determines that there do not exist reels targeted for control on which symbols have been formed in a horizontal direction (NO), the CPU 71 causes the routine to revert to step S7213.

On the other hand, when the CPU 71 determines that there exist reels targeted for control on which symbols have been formed in a horizontal direction (YES), a rotation speed of a reel targeted for control, which is rotating at a rotation speed that is different from a normal speed, is reset to the normal speed from among the reels targeted for control on which the symbols have been formed (step S7215). By doing this, the reels targeted for control can be continuously rotated at the normal rotation speed while the state in which the symbols have been formed is maintained.

Next, the CPU 71 determines whether or not symbols have been formed in a horizontal direction as to all of the reels targeted for control (step S7217). When the CPU 71 determines that the symbols have not been formed in the horizontal direction as to all of the reels targeted for control (NO), the CPU 71 causes the routine to revert to step S7213.

On the other hand, when the CPU 71 determines that the symbols have been formed in the horizontal direction as to all of the reels targeted for control (YES), the rotations of all of the reels targeted for control are gradually slowed down (step S7219).

Next, the CPU 71 determines whether or not all of the reels targeted for control have stopped (step S7221). When the CPU 71 determines that all of the reels targeted for control have not stopped yet (NO), the CPU 71 causes the routine to revert to step S7219. On the other hand, when the CPU 71 determines that all of the reels targeted for control have stopped (YES), the CPU 71 completes this subroutine.

In this way, symbols are formed in the horizontal direction while the plurality of reels targeted for control are rotated, whereby a player visually recognize an appearance that the symbols are gradually formed to thus able to enhance a player's sense of expectation.

<<Sixth Display Control Processing>>

FIG. 73 is a flowchart showing a subroutine of sixth display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6727 of FIG. 67.

The sixth display control processing is a processing operation relating to rotation control and stop control of a reel having started rotation, as triggered by the fact that a player has operated a spin button 602.

<Outline of Sixth Display Control Processing>

When a player has pressed a spin button 602, a first reel M3 a, a third reel M3 c, and a fifth reel M3 e rotate in a forward direction and then a second reel M3 b and a fourth reel M3 d rotate in a backward direction. After that, wild symbols stop in sequential order of the second reel M3 b and the fourth reel M3 d and then stop slowly tantalizingly in sequential order of the first reel M3 a, the third reel M3 c, and the fifth reel M3 e.

The wild symbol used herein is a symbol having a function of enabling a current symbol with any of symbols that are used in a gaming machine 300, and in particular, is a symbol that can be replaced so that a game result is advantageous to a player.

A specific movement will be described with reference to FIG. 86 (a) and FIG. 86 (b). When a player has pressed a spin button 602, the first reel M3 a, the third reel M3 c, and the fifth reel M3 e rotate in a forward direction and then the second reel M3 b and the fourth reel M3 d rotate in a backward direction (FIG. 86 (a)). In FIG. 86 (a), the downward arrow indicates a reel rotating in the forward direction, and the upward arrow indicates a reel rotating in the backward direction.

After that, the second reel M3 b stops, and a wild symbol “WILD” is displayed in a stopped state; and then, the fourth reel M3 d stops, and a wild symbol “WILD” is displayed in a stopped state (FIG. 86 (b)).

After that, the first reel M3 a stops slowing while slowing down its rotation speed. Next, the third reel M3 c stops slowly while slowing down its rotation speed. Lastly, the fifth reel M3 e stops slowly while slowing down its rotation speed.

<Steps of Sixth Display Control Processing>

Specifically, sixth display control processing is executed in accordance with a subroutine of FIG. 73. The sixth display control processing is as follows.

First, the CPU 71 rotates a first reel M3 a, a third reel M5 c, and a fifth reel M3 e in a forward direction and then rotates a second reel M3 and a fourth reel M3 d in a backward direction, in the processing operations of steps S6615 and S6617 of FIG. 66 described above.

It is preferable that the reel rotation processing be as follows. As described above, wild symbols “WILD” are determined to be displayed in a stopped state on the second reel M3 b and the fourth reel M3 d in accordance with the combination determination processing of S8. Therefore, among the five reels of the first to fifth reels M3 a to M3 e, it is determined whether or not there exists a reel allowing a wild symbol “WILD” to be displayed in a stopped state on a winning line. Among the five reels of the first reel M3 a to the fifth reel M3 e, when it is determined that there exists a reel allowing a wild symbol “WILD” to be displayed in a stopped state on a winning line, the reel allowing the wild symbol “WILD” to be displayed in a stopped state is rotated in a backward direction and then a reel disallowing a wild symbol “WILD” to be displayed in a stopped state is rotated in a backward direction. By doing this, the reel allowing the wild symbol “WILD” to be displayed in a stopped state can always be rotated in the backward direction. These processing operations can be executed in the processing operations of steps S6615 and S6617 in FIG. 66 described above.

Next, the CPU 71 stops the second reel M3 b with a predetermined timing, for example after a predetermined period of time has elapsed after reel rotation has been started (step S7311).

Next, the CPU 71 stops the fourth reel M3 d with a predetermined timing, for example, after a predetermined period of time has elapsed after step S7311 has been executed (S7313).

Next, the CPU 71 determines whether or not wild symbols “WILD” have been displayed in a stopped state on both of the second reel M3 b and the fourth reel M3 d that have been stopped (step S7315).

When the CPU 71 determines that the wild symbols “WILD” have been displayed in a stopped state on both of the second reel M3 b and the fourth reel M3 d that have been stopped (YES), a rotation speed of the first reel M3 a is gradually slowed down (step S7317).

Next, the CPU 71 determines whether or not the first reel M3 a has stopped (step S7319). When the CPU 71 determines that the first reel M3 a has not stopped (NO), the CPU 71 causes the routine to revert to step S7317.

When the CPU 71 determines that the first reel M3 a has stopped (YES), a rotation speed of the third reel M3 c is gradually slowed down (step S7321).

Next, the CPU 71 determines whether or not the third reel M3 c has stopped (step S7323). When the CPU 71 determines that the third reel M3 c has not stopped (NO), the CPU 71 causes the routine to revert to step S7321.

When the CPU 71 determines that the third reel M3 c has stopped (YES), a rotation speed of the fifth reel M3 e is gradually slowed down (step S7325).

Next, the CPU71 determines whether or not the fifth reel M3 e has stopped (step S7327). When the CPU 71 determines that the fifth reel M3 e has not stopped (NO), the CPU 71 causes the routine to revert to step S7325.

When the CPU 71 determines that the fifth reel M3 e has stopped (YES), the CPU 71 completes this subroutine.

When the CPU 71 determines that wild symbols “WILD” have not been displayed in a stopped state on both of the second reel M3 b and the fourth reel M3 d that have been stopped, in the determination processing of step S7315 described above (NO), the CPU 71 stops the first reel M3 a, the third reel M3 c, and the fifth reel M3 e in a normal mode (a first mode) (step S7329) and then completes this subroutine.

By doing this, rotation directions of the five reels first rotate alternately differently, thus enabling a player to be surprised and to expect what happens next. Further, a wild symbol is displayed in a stopped state to be thus able to enhance a sense of expectation. Lastly, the reels are stopped slowly to be thus able to bring a player into a tense atmosphere and attract the player's interest to reel movement from start of rotation to symbol rearrangement.

<<Seventh Display Control Processing>>

FIG. 74 is a flowchart showing a subroutine of seventh display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6617. The seventh display control processing corresponds to the second symbol display control processing described above.

The seventh display control processing is a processing operation relating to rotation control and stop control of a reel having started rotation as triggered by the fact that a player has operated a spin button 602.

<Outline of Seventh Display Control Processing>

When a player has pressed a spin button 602, symbols on a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e are shifted slowly for 0.5 second up to a position beneath a half frame. After that, immediately after the symbols have been shifted to the position beneath a half frame, all of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e rotate at a high speed at the same time.

The “one frame” described above is referred to as an interval of a minimum unit of a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3 when the reel has stopped. For example, this interval is referred to as an interval of winning lines that are adjacent to each other along the movement direction (the rotation direction) of the reel. More specifically, when three winning lines are set at the upper, middle, and lower stages, an interval between the upper and middle stages or an interval between the middle and lower stages becomes one frame. Therefore, the “half frame” described above is referred to as an interval that is half of one frame, and a position of the “half frame” is referred to as an intermediate position between the upper stage and the middle stage or an intermediate position between the middle stage and the lower stage.

A specific movement will be described with reference to FIG. 87 (a) to FIG. 87 (c). Until a player has pressed a spin button 602, a symbol “BAR” is displayed in a stopped state on the first reel M3 a; a symbol “7” is displayed in a stopped state on the second reel M3 b; a bonus symbol “◯” is displayed in a stopped state on the third reel M3 c; a symbol 7 is displayed in a stopped state on the fourth reel M3 d; and a bonus symbol “◯” is displayed in a stopped state on the fifth reel M3 e (FIG. 87 (a)).

Next, when the player presses the spin button 602, the symbol “BAR” on the first reel M3 s, the symbol “7” on the second reel M3 b, the bonus symbol “◯” on the third reel M3 c, the symbol “7” on the fourth reel M3 d, and the bonus symbol “◯” on the fifth reel M3 e move for 0.5 second up to beneath a half frame in a forward direction (in a downward direction) (FIG. 87 (b)).

Next, after these symbols have been moved up to the position beneath a half frame, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e start rotation at the same time in a backward direction (an upward direction). After that, the reels rotate at a rotation speed that is faster than a normal rotation speed (FIG. 87 (c)).

<Steps of Seventh Display Control Processing>

Specifically, seventh display control processing is executed in accordance with a subroutine of FIG. 74. The seventh display control processing is as follows.

First, the CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e in a forward direction at a rotation speed that is slower than a normal rotation speed (step S7411).

Next, the CPU 71 determines whether or not symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have moved up to the position beneath a half frame (step S7413).

When the CPU 71 determines that the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have not moved up to the position beneath a half frame (NO), the CPU 71 causes the routine to revert to step S7413.

When the CPU 71 determines that the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have moved up to the position beneath a half frame (YES), the CPU 71 stops the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (step S7415).

Next, the CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e at a rotation speed that is faster than a normal rotation speed (step S7417) and then completes this subroutine.

First, these reels are rotated slowly and then are rotated in a backward direction, thus enabling a player to be surprised and to bring a player into a tense atmosphere, and slow and fast speed rendering can be provided to the player.

<<Eighth Display Control Processing>>

FIG. 75 is a flowchart showing a subroutine of eighth display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6727 of FIG. 67. The eighth display control processing corresponds to the third symbol display control processing described above.

The eighth display control processing is a processing operation relating to rotation control and stop control of a reel having started rotation as triggered by the fact that a player has operated a spin button 602.

<Outline of Eighth Display Control Processing>

All reels rotate for two second at a normal rotation speed. After that, all the reels form symbols in a horizontal direction while rotating at a rotation speed that is faster than the normal rotation speed. After the symbols have been formed in the horizontal direction, all the reels rotate tantalizingly for a while at a rotation speed that is slower than the normal rotation speed. Lastly, all the reels rotate after rotating at the rotation speed that is slower than the normal rotation speed. In place of rotating at the rotation speed that is slower than the normal rotation speed, all the reels may stop so as to rotate by means of frame-feeding.

The frame feeding used herein designates an operation of rotating a reel in a stepwise manner so as to advance on a one by one frame basis every 0.5 second, for example. One frame is referred to as an interval of a minimum unit at a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3. For example, this interval is referred to as an interval of the adjacent winning lines along a reel movement direction (a rotation direction). More specifically, when three winning lines exist at the upper, middle, and lower stages, an interval between the upper stage and the middle stage or an interval between the middle stage and the lower stage becomes one frame.

A more specific movement will be described with reference to FIG. 88 (a) to FIG. 88 (d). When a player presses a spin button 602 the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e start rotation in a forward direction at the same time (FIG. 88 (a)).

After that, when two seconds have elapsed after rotation has started, while the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e rotate at a rotation speed that is slower than a normal rotation speed, rotation speeds of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each are adjusted so that symbols are formed along a horizontal direction (FIG. 88 (b)).

After that, predetermined symbols, for example, symbols “BAR” have been formed in the horizontal direction, the rotation speeds of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are identical to each other and then these reels each rotate at the rotation speed that is slower than the normal rotation speed (FIG. 88 (c)).

After that, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are stopped at the same time so that predetermined symbols, for example, symbols “7” are displayed in a stopped state (FIG. 88 (d)).

When predetermined symbols, for example, symbols “BAR” are formed in a horizontal direction, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e may be rotated in a stepwise manner so as to make frame-feeding. As described above, frame-feeding is an operation of rotating reels in a stepwise manner so as to advance on a one by one frame basis every 0.5 second, for example. After frame-feeding has been made, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are stopped at the same time so that predetermined symbols are displayed in a stopped state (FIG. 88 (d)).

<Steps of Eighth Display Control Processing>

Specifically, eighth display control processing is executed in accordance with a subroutine of FIG. 75. The eighth display control processing is as follows.

The CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e in a forward direction at a normal rotation speed in the processing operations of steps S6613 and S6617 in FIG. 66 described above.

First, the CPU 71 determines whether or not two seconds have elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (step S7511).

When the CPU 71 determines that two seconds have not elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (NO), the CPU 71 causes the routine to revert to step S7511.

When the CPU 71 determines that two seconds have elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (YES), the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are rotated at a rotation speed that is faster than a normal rotation speed (step S7513).

Next, the CPU 71 changes a rotation speed of the second reel M3 b while maintaining a rotation speed of the first reel M3 a at the rotation speed that is faster than the normal rotation speed (step s7515).

Next, the CPU 71 determine whether or not a symbol on the first reel M3 a and a symbol on the second reel M3 b have been formed in a horizontal direction (step S7517). Whether or not symbols have been formed in the horizontal direction can be determined with the use of numbers for identifying the symbols. When the CPU 71 determined that no symbols have been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to S7517.

When the CPU 71 determines that the symbols have been formed in the horizontal direction (YES), the CPU 71 changes the rotation speed of the second reel M3 b to a rotation speed that is identical to the rotation speed of the first reel M3 a (step S7519).

Next, the CPU 71 determines whether or not the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have been formed in the horizontal direction (step S7521).

When the CPU 71 determines that the symbols of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have not been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7515.

When the routine has reverted to step S7515, the CPU 71 executes the processing operations in steps S7515 to S7517 and then changes a rotation speed of the third reel M3 c so that the symbol on the first reel M3 a and the symbol on the third reel M3 c are formed in the horizontal direction while maintaining the rotation speed of the first reel M3 a at a rotation speed that is faster than the normal rotation speed. Further, the steps S7515 to S7517 are repeated so as to thereby form the symbol on the first reel M3 a and the symbol on the fourth reel M3 d in the horizontal direction and then form the symbol on the first reel M3 a and the symbol on the fifth reel M3 e in the horizontal direction. By repeating the processing operations in this way, the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e can be formed in the horizontal direction.

Next, when the CPU 71 determines that the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have been formed in the horizontal direction (YES), the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are rotate at a rotation speed that is slower than the normal rotation speed (step S7523).

Next, the CPU 71 determines whether or not a predetermined period of time has elapsed (step S7525). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7525.

When the CPU 71 determines that the predetermined period of time has elapsed (NO), the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e is gradually slowed down (step S7527).

Next, the CPU 71 determines whether or not the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have stopped (step S7529). When the CPU 71 determines that the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have not stopped (NO), the CPU 71 causes the routine to revert to step S7529.

When the CPU 71 determines that the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have stopped (YES), the CPU 71 completes this subroutine.

By doing this, symbols are gradually formed while the reels rotate to be thus able to attract a player's interest to reel movement and give a sense of expectation to the player until symbol rearrangement has completed.

<<Ninth Display Control Processing>>

FIG. 76 is a flowchart showing a subroutine of ninth display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6727 of FIG. 67. The ninth display control processing corresponds to the fourth symbol display control processing described above.

All reels rotate for two second at a normal rotation speed. After that, all the reels form symbols in a horizontal direction while rotating at a rotation speed that is faster than the normal rotation speed. After the symbols have been formed in the horizontal direction, all the reels rotate tantalizingly for a while at a rotation speed that is slower than the normal rotation speed. Lastly, all the reels rotate after rotating at the rotation speed that is slower than the normal rotation speed. In place of rotating at the rotation speed that is slower than the normal rotation speed, all the reels may stop so as to rotate by means of frame-feeding.

The frame feeding used herein designates an operation of rotating a reel in a stepwise manner so as to advance on a one by one frame basis every 0.5 second, for example. One frame is referred to as an interval of a minimum unit at a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3. For example, this interval is referred to as an interval of the adjacent winning lines along a reel movement direction (a rotation direction). More specifically, when three winning lines exist at the upper, middle, and lower stages, an interval between the upper stage and the middle stage or an interval between the middle stage and the lower stage becomes one frame.

A more specific movement will be described with reference to FIG. 89 (a) to FIG. 89 (d). When a player presses a spin button 602 the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e start rotation in a forward direction at the same time (FIG. 89 (a)).

After that, when two seconds have elapsed after rotation has started, while the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e rotate at a rotation speed that is slower than a normal rotation speed, rotation speeds of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each are adjusted so that symbols are formed along a horizontal direction (FIG. 89 (b)).

After that, predetermined symbols, for example, symbols “BAR” have been formed in the horizontal direction, the rotation speeds of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are identical to each other and then these reels each rotate at the rotation speed that is slower than the normal rotation speed (FIG. 89 (c)).

After that, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are stopped at the same time so that predetermined symbols, for example, symbols “7” are displayed in a stopped state (FIG. 89 (d)).

When predetermined symbols, for example, symbols “BAR” are formed in a horizontal direction, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e may be rotated in a stepwise manner so as to make frame-feeding. As described above, frame-feeding is an operation of rotating reels in a stepwise manner so as to advance on a one by one frame basis every 0.5 second, for example. After frame-feeding has been made, the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are stopped at the same time so that predetermined symbols are displayed in a stopped state (FIG. 89 (d)).

<Steps of Ninth Display Control Processing>

Specifically, ninth display control processing is executed in accordance with a subroutine of FIG. 76. The ninth display control processing is as follows.

The CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e in a forward direction at a normal rotation speed in the processing operations of steps S6613 and S6617 in FIG. 66 described above.

First, the CPU 71 determines whether or not two seconds have elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (step S7611).

When the CPU 71 determines that two seconds have not elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (NO), the CPU 71 causes the routine to revert to step S7611.

When the CPU 71 determines that two seconds have elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (YES), the CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e at a rotation speed that is faster than a normal rotation speed (step S7613).

Next, the CPU 71 changes a rotation speed of the second reel M3 b while maintaining a rotation speed of the first reel M3 a at the rotation speed that is faster than the normal rotation speed (step s7615).

Next, the CPU 71 determine whether or not a symbol on the first reel M3 a and a symbol on the second reel M3 b have been formed in a horizontal direction (step S7617). Whether or not symbols have been formed in the horizontal direction can be determined with the use of numbers for identifying the symbols. When the CPU 71 determined that no symbols have been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to S7617.

When the CPU 71 determines that the symbols have been formed in the horizontal direction (YES), the CPU 71 changes the rotation speed of the second reel M3 b to a rotation speed that is identical to the rotation speed of the first reel M3 a (step S7619).

Next, the CPU 71 determines whether or not the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have been formed in the horizontal direction (step S7621).

When the CPU 71 determines that the symbols of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have not been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7615.

When the routine has reverted to step S7615, the CPU 71 executes the processing operations in steps S7615 to S7617 and then changes a rotation speed of the third reel M3 c so that the symbol on the first reel M3 a and the symbol on the third reel M3 c are formed in the horizontal direction while maintaining the rotation speed of the first reel M3 a at a rotation speed that is faster than the normal rotation speed. Further, the steps S7615 to S7617 are repeated so as to thereby form the symbol on the first reel M3 a and the symbol on the fourth reel M3 d in the horizontal direction and then form the symbol on the first reel M3 a and the symbol on the fifth reel M3 e in the horizontal direction. By repeating the processing operations in this way, the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e can be formed in the horizontal direction.

Next, when the CPU 71 determines that the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have been formed in the horizontal direction (YES), the CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e at a rotation speed that is slower than the normal rotation speed (step S7623).

Next, the CPU 71 determines whether or not a predetermined period of time has elapsed (step S7625). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7625.

When the CPU 71 determines that the predetermined period of time has elapsed (NO), the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e is gradually slowed down (step S7627).

Next, the CPU 71 determines whether or not the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have stopped (step S7629). When the CPU 71 determines that the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have not stopped (NO), the CPU 71 causes the routine to revert to step S7629.

When the CPU 71 determines that the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have stopped (YES), the CPU 71 completes this subroutine.

By doing this, symbols are gradually formed while the reels rotate to be thus able to attract a player's interest to reel movement and give a sense of expectation to the player until symbol rearrangement has completed.

<<Tenth Display Control Processing>>

FIG. 77 and FIG. 78 are flowcharts showing a subroutine of tenth display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6727 of FIG. 67.

The tenth display control processing is a processing operation relating to rotation control and stop control of a reel having started rotation as triggered by the fact that a player has operated a spin button 602.

<Outline of Tenth Display Control Processing>

All reels rotate for two second at a normal rotation speed. After that, symbols are formed in a horizontal direction while all the reels rotate at a rotation speed that is slower than the normal rotation speed. After the symbols on three symbols have been formed in the horizontal direction, in a case where symbols on four reels have not been formed in the horizontal direction, the remaining reels stop slowly as they are. In a case where the symbols on four reels have been formed in the horizontal direction, the symbols on the four reels are formed in the horizontal direction while the reels rotate at a rotation speed that is slower than the normal rotation speed. In a case where symbols on five reels have not been formed in the horizontal direction the remaining reels stop slowly as they are. In a case where symbols on five reels have been formed in the horizontal direction, the symbols on the five reels are formed in the horizontal direction while the reels rotate at a rotation speed that is slower than the normal rotation speed. After the symbols on the five reels have been formed in the horizontal direction, the reels stop slowly tantalizingly.

A more specific movement will be described with reference to FIG. 90 (a) to FIG. 90 (d). When a player presses a spin button 602, a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e start rotation in a forward direction at the same time (FIG. 90 (a)).

After that, when two seconds have elapsed after the reels have started rotation, while the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e rotate, a rotation speed of on the first reel M3 a, the second reel M3 b, and the third reel M3 c each is adjusted so that symbols on the first reel M3 a, the second reel M3 b, and the third reel M3 c are formed along a horizontal direction.

Then, after the symbols on the first reel M3 a, the second reel M3 b, and the third reel M3 c have been formed along the horizontal direction, while the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each are rotated at a rotation speed that is slower than the normal rotation speed, the rotation speed of the fourth reel M3 d is adjusted so that the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d are formed along the horizontal direction (FIG. 90 (b)).

Then, after the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d have been formed along the horizontal direction, while the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each are rotated at a rotation speed that is slower than the normal rotation speed, the rotation speed of the fifth reel M3 e is adjusted so that the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are formed along the horizontal direction (FIG. 90 (c)).

After the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have been formed along the horizontal direction, the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each is gradually slowed down and the rotation of these reels is stopped (FIG. 90 (d)).

After the symbols on the first reel M3 a, the second reel M3 b, the and third reel M3 c have been formed along the horizontal direction, there may be a case in which the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d cannot be formed along the horizontal direction for the convenience of a kind of symbol or an operable time. In this case, the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each is gradually slowed down, and then, rotation of these reels is stopped and completed.

Similarly, after the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d have been formed along the horizontal direction, there may be a case in which the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e cannot be formed along the horizontal direction for the convenience of a kind of symbol or an operable time. In this case, the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each is gradually slowed down, and then the rotation of these reels is stopped and completed.

<Tenth Display Control Processing>

Specifically, tenth display control processing is executed in accordance with a subroutine of FIG. 77 and FIG. 78. The tenth display control processing is as follows. The tenth display control processing corresponds to the fifth symbol display control processing described above.

The CPU 71 rotates the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e in a forward direction at a normal rotation speed in the processing operations of steps S6613 and S6617 in FIG. 66 described above.

First, the CPU 71 determines whether or not two seconds have elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (step S7711).

When the CPU 71 determines that two seconds have not elapsed from rotation start of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e (NO), the CPU 71 causes the routine to revert to step S7711.

Next, the CPU 71 changes a rotation speed of the second reel M3 b while maintaining a rotation speed of the first reel M3 a at the rotation speed that is faster than the normal rotation speed (step S7713).

Next, the CPU 71 determine whether or not a symbol on the first reel M3 a and a symbol on the second reel M3 b have been formed in a horizontal direction (step S7715). Whether or not symbols have been formed in the horizontal direction can be determined with the use of numbers for identifying the symbols. When the CPU 71 determined that no symbols have been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to S7715.

When the CPU 71 determines that the symbols have been formed in the horizontal direction (YES), the CPU 71 changes the rotation speed of the second reel M3 b to a rotation speed that is identical to the rotation speed of the first reel M3 a (step S7717).

Next, the CPU 71 determines whether or not the symbols on three reels of the first reel M3 a, the second reel M3 b, and the third reel M3 c have been formed in the horizontal direction (step S7719).

When the CPU 71 determines that the symbols on the three reels of the first reel M3 a, the second reel M3 b, and the third reel M3 c have not been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7713.

When the routine has reverted to step S7713, the CPU 71 executes the processing operations in steps S7713 to S7717 and then changes a rotation speed of the third reel M3 c so that the symbol on the first reel M3 a and the second reel M3 b and the symbol on the third reel M3 c are formed in the horizontal direction while maintaining the rotation speed of the first reel M3 a and the second reel M3 b at the normal rotation speed. By repeating the processing operations in this way, the symbols on the three reels of the first reel M3 a, the second reel M3 b, and the third reel M3 c can be formed in the horizontal direction.

Next, the CPU 71 determines whether or not symbols on four reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d can be formed in the horizontal direction (step S7721). For example, there may also be a case in which the symbols on the four reels cannot be formed in the horizontal direction for the convenience of a kind of symbols assigned to the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d or a time required to form symbols or the like.

When the CPU 71 determines that the symbols on the four reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d cannot be formed in the horizontal direction (NO), the CPU 71 causes the routine to migrate to step S7821 to be described later.

When the CPU 71 determines that the symbols on the four reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d can be formed in the horizontal direction (YES), the CPU 71 changes a rotation speed of the fourth reel M3 d while maintaining a rotation speed of the first reel M3 a, the second reel M3 b, and the third reel M3 c each at a normal speed (step S7723).

Next, the CPU 71 determines whether or not the symbols on the first reel M3 a, the second reel M3 b, and the third reel M3 c and the symbol on the fourth reel M3 d have been formed in the horizontal direction (step S7725). Whether or not the symbols have been formed in the horizontal direction can be determined with the use of number for identifying the symbols. When the CPU 71 determines that the symbols have not been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7725.

When the CPU 71 determines that the symbols have been formed in the horizontal direction (YES), the CPU 71 changes the rotation speed of the fourth reel M3 d at a rotation speed that is identical to a rotation speed of the first reel M3 a, the second reel M3 b, and the third reel M3 c each (step S7727). Next, the CPU 71 determines whether or not the symbols on four reels of the first reel M3 a, the second reel M3 b, the third reel M3 c and the fourth reel M3 d have been formed in the horizontal direction (step S7729). When the CPU 71 determines that the symbols on the four reels of the first reel M3 a, the second reel M3 b, the third reel M3 c and the fourth reel M3 d have not been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7723. When the routine has reverted to step S7723, the CPU 71 executes the processing operations in steps S7723 to S7727 and then changes a rotation speed of the fourth reel M3 d so that the symbol on the first reel M3 a, the second reel M3 b and the third reel M3 c and the symbol on the fourth reel M3 d are formed in the horizontal direction while maintaining the rotation speed of the first reel M3 a, the second reel M3 b and the third reel M3 c at the normal rotation speed. By repeating the processing operations in this way, the symbols on the four reels of the first reel M3 a, the second reel M3 b, the third reel M3 c and the fourth reel M3 d can be formed in the horizontal direction.

Next, the CPU 71 determines whether or not the symbols on the five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e can be formed in the horizontal direction (step S7731). For example, there may also be a case in which the symbols on the five reels cannot be formed in the horizontal direction for the convenience of a kind of symbols assigned to the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e or a time required for processing operations for forming the symbols, for example.

When the CPU 71 determines that the symbols on the five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e cannot be formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7821 to be described later.

When the CPU 71 determines that the symbols on the five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e can be formed in the horizontal direction (YES), the CPU 71 changes the rotation speed of the fifth reel M3 e while maintaining the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d each (step S7811).

Next, the CPU 71 determines whether or not the symbols on the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d and the symbol on the fifth reel M3 e have been formed in the horizontal direction (step S7813). Whether or not the symbols have been formed in the horizontal direction can be determined with numbers for identifying symbols. When the CPU 71 determines that the symbols have not been formed in the horizontal line (NO), the CPU 71 causes the routine to revert to step S7813.

When the CPU 71 determines that the symbols have been formed in the horizontal direction (YES), the CPU 71 changes the rotation speed of the fifth reel M3 e to a rotation speed that is identical to a rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, and the fourth reel M3 d each (step S7815). Next, the CPU 71 determines whether or not the symbols on five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d and the fifth reel M3 e have been formed in the horizontal direction (step S7817). When the CPU 71 determines that the symbols on the five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d and the fifth reel M3 e have not been formed in the horizontal direction (NO), the CPU 71 causes the routine to revert to step S7811. When the routine has reverted to step S7811, the CPU 71 executes the processing operations in steps S7811 to S7815 and then changes a rotation speed of the fifth reel M3 e so that the symbol on the first reel M3 a, the second reel M3 b, the third reel M3 c and the fourth reel M3 d and the symbol on the fifth reel M3 e are formed in the horizontal direction while maintaining the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c and the fourth reel M3 d at the normal rotation speed. By repeating the processing operations in this way, the symbols on the five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d and the fifth reel M3 e can be formed in the horizontal direction.

Next, the CPU 71 determines whether or not a predetermined period of time has elapsed (step S7819). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7819.

When the CPU 71 determines that the predetermined period of time has elapsed (NO), the CPU 71 gradually slows down the rotation speed of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each (step S7821).

Next, the CPU 71 determines whether or not the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e each (step S7821). When the CPU 71 determines that the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have not stopped (NO), the CPU 71 causes the routine to revert to step S7821.

When the CPU 71 determines that the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e have stopped (YES), the CPU 71 completes this subroutine.

By doing this, more symbols are gradually formed while the reels rotate to be thus able to impart a tense atmosphere and a sense of expectation to a player and attract the player's interest until symbol rearrangement has completed.

<<Eleventh Display Control Processing>>

FIG. 79 is a flowchart showing a subroutine of eleventh display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6727 of FIG. 67.

The eleventh display control processing is a processing operation relating to rotation control and stop control of a reel having started rotation as triggered by the fact that a player has operated a spin button 602.

<Outline of Eleventh Display Control Processing>

All reels stop after rotating at a normal rotation speed. A reel to be nudged shakes vertically slightly. After the reel has shaken slightly, any action is randomly taken from among an action of shifting upward on a one by one frame basis, an action of shifting downward on a one by one frame basis, and an action of stopping without movement as is.

The “one frame” described above is referred to as an interval of a minimum unit of a position at which symbols can stop, and is also referred to as an interval of the adjacent positions at which symbols can stop along a movement direction (a rotation direction) of a reel M3 when the reel has stopped. For example, this interval is referred to as an interval of winning lines that are adjacent to each other along the movement direction (the rotation direction) of the reel. More specifically, when three winning lines are set at the upper, middle, and lower stages, an interval between the upper and middle stages or an interval between the middle and lower stages becomes one frame.

A more specific movement will be described with reference to FIG. 91 (a) to FIG. 91 (c). First, all reels stop after rotating at a normal rotation speed (FIG. 91 (a)). Next, a reel targeted to be nudged (a fifth reel M3 e) makes fine rotation alternately in a forward direction (a downward direction) and in a backward direction (an upward direction) and then shakes slightly (nudging action) (FIG. 91 (b)). Further, the nudged reel (the fifth reel M3 e) shifts by one frame in the backward direction (the upward direction) (FIG. 91 (c)) and then completes its nudging action.

The reel having nudged (the fifth reel M3 e) may complete its rotation after shifting in the forward direction (the downward direction) (not shown). In addition, the nudged reel (the fifth reel M3 e) may complete the action while stopping without rotation. Any action of the nudged reel (the fifth reel M3 e) may be randomly determined from among the action of shifting by one frame in the backward direction (in the upward direction), the action of shifting by one frame in the forward direction (in the downward direction), and the action of stopping as is.

<Steps of Eleventh Display Control Processing>

Specifically, eleventh display control processing is executed in accordance with a subroutine of FIG. 79. The eleventh display control processing is as follows.

The CPU 71 rotates a first reel M3 a, a second reel M3 b, a third reel M3 c, a fourth reel M3 d, and a fifth reel M3 e in a forward direction at a normal rotation speed in the processing operations of step S6613 and S6617 in FIG. 66 described above.

First, all rotating reels (the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e) are stopped at a predetermined position (step S7911). For example, these reels are stopped so as to establish a li-zhi.

Next, the CPU 71 determines whether or not w predetermined period of time has elapsed (step S7913). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S7913.

Next, the CPU 71 rotates a reel to be nudged at a small rotation angle in a forward direction and then returns the reel to its original position (step S7915). It is preferable that the reel to be nudged be a reel that can be won in the reel is rotated at a predetermined angle. By doing this, a player can be given a sense of expectation that a winning prize such as at least a li-zhi may be won.

Next, the CPU 71 rotates the reel to be nudged at a small rotation angle in the forward direction and then returns the reel to its original position (step S7917). The reel can be nudged by repeating the processing operations of the steps S7915 and S7917.

Next, the CPU 71 determines whether or not to complete nudging (step S7919). For example, the CPU 71 determines whether or not the number of times of execution of steps S7915 and S7919 has reached a predetermined number of times. When the CPU 71 determines that the nudging is not completed (NO), the CPU 71 causes the routine to revert to step S7915.

On the other hand, when the CPU 71 determines that the nudging is completed (YES), the CPU 71 performs lottery processing to determine whether to shift the nudged reel by one frame in the backward direction (the upward direction), to shift the nudged reel by one frame in the forward direction (the downward direction), or to stop the nudged reel as is (step S7921).

Next, the CPU 71 executes the action that is determined in the step S7921 for the nudged reel (step S7923) and then completes this subroutine.

By doing this, the reel shakes; and thereby a player is allowed to expect that the reel having shaken may produce a result that is advantageous for the player while imparting a tense atmosphere to the player.

<<Twelfth Display Control Processing>>

FIG. 80 is a flowchart showing a subroutine of twelfth display control processing. This subroutine is selected in the processing operation of step S6615 in FIG. 66 and then the selected subroutine is invoked and executed in step S6617. The twelfth display control processing corresponds to the seventh symbol display control processing described above.

The twelfth display control processing is a processing operation relating to rotation control and stop control of a reel having started rotation as triggered by the fact that a player has operated a spin button 602.

<Outline of Twelfth Display Control Processing>

When the player presses the spin button 602, a first reel rotates. After the first reel has rotated, a second reel then rotates after 0.1 second. A third reel, a fourth reel, and a fifth reel that remain also rotate in sequential order after 0.1 second.

A more specific movement will be described with reference to FIG. 92 (a) to FIG. 92 (c). First, at a time point before the player presses the spin button 602, all the reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e are stopped (FIG. 92 (a)). Next, when the player presses the spin button 602, rotation of the first reel M3 a is started (FIG. 92 (b)). After 0.1 second has elapsed, rotation of the second reel M3 b is then started (step S92 (c)).

After 0.1 second has elapsed, rotation of the third reel M3 c is then started; after 0.1 second has elapsed, rotation of the third reel M3 d is then started; and after 0.1 second has elapsed, rotation of the third reel M3 e is then started (not shown).

<Steps of Twelfth Display Control Processing>

Specifically, twelfth display control processing is executed in accordance with a subroutine of FIG. 80. The twelfth display control processing is as follows.

First, the CPU 71 starts rotation of the first reel M3 a (step S8011). Next, the CPU 71 determines whether or not a predetermined period of time, for example, 0.1 second has elapsed (step S8013). When the CPU 71 determines that a predetermined period of time has not elapsed (NO), the CPU causes the routine to revert to step S8013.

When the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 starts rotation of the second reel M3 b (step S8015). Next, the CPU 71 determines whether or not a predetermined period of time, for example, 0.1 second has elapsed (step S8017). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to step S8017.

When the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 starts rotation of the second reel M3 c (step S8019). Next, the CPU 71 determines whether or not a predetermined period of time, for example, 0.1 second has elapsed (step S8021). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to step S8021.

When the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 starts rotation of the fourth reel M3 d (step S8023). Next, the CPU 71 determines whether or not a predetermined period of time, for example, 0.1 second has elapsed (step S8025). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to step S8025.

When the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 starts rotation of the fifth reel M3 e (step S8027). Next, the CPU 71 determines whether or not a predetermined period of time, for example, 0.1 second has elapsed (step S8029). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to step S8029.

When the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 completes this subroutine.

By doing his, timings of rotation start of reels are gradually shifted; and therefore, a player can be given a sense of expectation that a result different from a previous one may be produced.

Modification Example 1

The example described above showed a case of selecting a special rotation mode and then determining both of rotation start processing and rotation stop processing while an operating button is operated and reels start rotation by executing the processing operation of step S6615. In contrast, selection of the specific rotation mode relating to rotation stop processing may be executed immediately before starting rotation stop control. For example, when it is determined that reels are not normally stopped in the determination processing of step S6711 in FIG. 67 (NO), a special stop mode may be selected. When an attempt is made to do this, any one display control processing may be determined by means of lottery processing from among the sixth display control processing, the eighth display control processing, the ninth display control processing, the tenth display control processing, and the eleventh display control processing, relating to rotation stop processing. By doing this, a special stop mode can be appropriately selected at a stage of rotation stop and then an interesting special rotation mode can be selected according to the processing of a game.

Modification Example 2

While the example described above showed a case of advancing a unit game with the use of five mechanical reels (the first reel M3 a to the fifth reel M3 e) that are mechanically actuated, a video reel image may be displayed on an image display panel with the use of the image display panel using an upper image display panel 131 in place of the mechanical reels. In the case of the mechanical reels or video reels, the mechanical reels or the video reels form a “scroll line”. In the case where the image display panel is used, no video reel needs to be displayed. In this case, while a player cannot visually recognize a scroll line, symbols may be displayed so as to move along a predetermined scroll line.

Fourth Embodiment

The first embodiment described above showed a gaming machine that is capable of achieving reel control in an analog manner. In addition, the second embodiment showed a gaming machine that is capable of achieving reel control in a digital manner. Further, the third embodiment showed a gaming machine that is capable of achieving a variety of modes relating to rotation control and stop control of five reels of the first reel M3 a, the second reel M3 b, the third reel M3 c, the fourth reel M3 d, and the fifth reel M3 e in the gaming machine of the first embodiment and the second embodiment. A fourth embodiment can be applied to the gaming machine that is capable of achieving reel control in an analog manner (the first embodiment), the gaming machine that is capable of achieving reel control in a digital manner (the second embodiment), or the gaming machine that is capable of achieving a variety of modes relating to rotation control and stop control (the third embodiment). Therefore, a mechanical structure or hardware configuration of a gaming machine in the fourth embodiment is identical to that in the first embodiment, the second embodiment, or the third embodiment. Programs for executing a processing operation that is shown in a flowchart shown in FIG. 81 to be described later are stored in advance in a ROM 72 (FIG. 38) of the first embodiment, the second embodiment, and the third embodiment, and values such as variables required when the programs have been executed are stored in a RAM 73 (FIG. 38).

The gaming machine according to the fourth embodiment is directed to a gaming machine for executing a unit game in which a prize is determined based on rearranged symbols, and includes: a display having a display region configured to display symbols associated with each of a plurality of scroll lines (such as the display window 150 described above, for example);

a backlight configured to illuminate the display (such as the backlight device M7 described above, for example);

a spin button that can be operated by a player, for outputting an operating signal indicating that an operation has been made when the spin button has been operated by the player (for example, the spin button 602 described above);

an indicator configured to display a degree of expectation indicating a possibility that the unit game is advantageous (such as the expectation value meter 160 described above, for example); and

a controller (such as the CPU 71 described above, for example) for controlling the indicator based on the fact that the operating signal has been received, the controller being programmed to execute processing operations of:

(1-9-1) turning off the backlight as triggered by the fact that the operating signal has been received (such as step S9311 to be described later, for example);

(1-9-2) generating the degree of expectation from a progress of the unit game as triggered by the fact that the operating signal has been received (such as step S9313 to be described later, for example); and

(1-9-3) transmitting to the indicator a control signal adapted to control the indicator in accordance with the degree of expectation (such as step S9315 to be described later, for example).

<<Expectation Value Meter Lighting Control Processing>>

FIG. 93 is a subroutine showing a processing operation of expectation value meter lighting control.

First, the CPU 71 turns off a backlight device M7 configured to illuminate five reels M3 a to M3 e (step S9311). By doing this, the backlight device M7 can be turned off as triggered by the fact that a player has operated a spin button 602 (step S4 of FIG. 47). By turning off the backlight device M7, a difference from a normal unit game can be indicated for the player. In addition, a degree of expectation by a backlight 164 to be described later can be easily visually recognized.

Next, the CPU 71 computes a degree of expectation (step S9313). The degree of expectation may be an item of information indicating a possibility that a unit game is advantageous.

For example, the degree of expectation includes an expectation value or the like indicating a possibility of winning a prize such as a bonus. In the case of the expectation value, if a probability of winning a prize such as a bonus is 1/300, a possibility of winning a prize increases as the number of unit games continuously failing to win a prize is close to 300 times. The expectation value is computed from the number of unit games continuously failing to win a prize and a probability of winning a prize.

In addition, the degree of expectation may be an item of information relating to a prize that a player can acquire. A prize having a possibility of being awarded by a player continuously playing a unit game may be computed based on a prize to be awarded for each winning prize and a probability of winning a prize or the like.

Next, the CPU 71 transmits to the backlight 164 a control signal adapted to control a color of light that is emitted from a full-color LED of the backlight 164 or a light emitting region in accordance with the degree of expectation that is computed in step S9313 (step S9315). As described above, in a case where the full-color LED is made of a plurality of LED elements, the light emitting region can be determined in accordance with the number of LED elements adapted to emit light.

Next, the CPU determines whether or not a predetermined period of time has elapsed (step S9317). When the CPU 71 determines that the predetermined period of time has not elapsed (NO), the CPU 71 causes the routine to revert to step S9317. On the other hand, when the CPU 71 determines that the predetermined period of time has elapsed (YES), the CPU 71 turns on the backlight device M7 (step S9319) and then completes this subroutine.

By executing the subroutine described above, the degree of expectation by the backlight 164 can be indicated for a player as triggered by the fact that the player has operated the spin button 602 (step S4 of FIG. 47). By doing this, the player's interest can be enhanced from the start of a unit game in which the spin button 602 has been operated.

In addition, after the backlight 164 has been turned on in accordance with the processing operation of step S9315, after a predetermined period of time has elapsed, the backlight 164 may be turned off. The player's interest can be returned to symbol movement by turning off the backlight 164. 

1. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-1-1) randomly determining symbols to be rearranged; (1-1-2) displaying symbols that are associated with at least one first scroll line among the plurality of scroll lines, in the display region so as to be moved in a first direction; (1-1-3) displaying symbols that are associated with at least one second scroll line that is different from the first scroll line among the plurality of scroll lines, in the display region so as to be moved in a direction that is different from the first direction; (1-1-4) after a predetermined period of time has elapsed subsequent to the processing operation of (1-1-3), displaying a WILD symbols that are included in the symbols that are associated with at least one second scroll line, in the display region so as to be displayed in a stopped state; (1-1-5) displaying the symbols that are associated with at least one first scroll line in the display region so that a movement speed is gradually slowed down as triggered by a fact that the WILD symbol is displayed in the stopped state; and (1-1-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-1-1).
 2. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-2-1) randomly determining symbols to be rearranged; (1-2-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction by a predetermined distance at a first speed that is slower than a predetermined speed; (1-2-3) displaying the predetermined symbols in the display region in a second direction that is different from the first direction at a second speed that is different from the first speed, as triggered by a fact that the predetermined symbol has been moved by the predetermined distance; and (1-2-4) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-2-1).
 3. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-3-1) randomly determining symbols to be rearranged; (1-3-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed; (1-3-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is faster than the first speed; (1-3-4) displaying symbols that are associated with each other, in the display region so as to be moved and arranged in line, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the second speed; (1-3-5) displaying symbols in the display region so as to be moved at a third speed that is slower than the first speed, as triggered by a fact that the symbols associated with each other have been arranged; and (1-3-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-3-1).
 4. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-4-1) randomly determining symbols to be rearranged; (1-4-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed; (1-4-3) displaying the predetermined symbols in the display region so as to be moved in the first direction ay a second speed that is slower than the first speed; (1-4-4) displaying symbols that are associated with each other in the display region so as to be moved and arranged in line, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the second speed; (1-4-5) displaying symbols in the display region so as to be moved at a third speed that is slower than the first speed, as triggered by a fact that the symbols associated with each other have been arranged; and (1-4-6) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-4-1).
 5. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-5-1) randomly determining symbols to be rearranged; (1-5-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved in a first direction at a first speed; (1-5-3) displaying the predetermined symbols in the display region so as to be moved in the first direction at a second speed that is slower than the first speed; (1-5-4) determining whether or not symbols that are associated with each other can be moved and arranged in line at the second speed, in a case where the symbols that are associated with each of at least two scroll lines among the plurality of scroll lines, and that are associated with each other, are not arranged while the predetermined symbols are moved in the first direction at the first speed; (1-5-5) displaying the symbols that are associated with each other in the display region so as to be moved and arranged in line at the second speed, in a case where the symbols that are associated with each other can be moved and arranged in line at the second speed; (1-5-6) repeating the processing operation of (1-5-4) and the processing operation of (1-5-5) at least once; (1-5-7) displaying the symbols that are associated with each other in the display region so as to be moved and arranged in line at the second speed as to all of the plurality of scroll lines; (1-5-8) after the processing operation of (1-5-7) has been executed, displaying the symbols that are associated with each other, in the display region so as to be slowed down and moved while the associated symbols are arranged; and (1-5-9) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-5-1).
 6. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-6-1) randomly determining symbols to be rearranged; (1-6-2) displaying predetermined symbols that are associated with the plurality of scroll lines, in the display region so as to be moved; (1-6-3) subsequent to the processing operation of (1-6-2), stopping the predetermined symbols and then displaying the stopped symbols in the display region; (1-6-4) after the processing operation of (1-6-3) has been executed, displaying symbols that are associated with at least one scroll line among the plurality of scroll lines, in the display region so as to be moved in a stepwise manner along the scroll line; (1-6-5) displaying the symbols that are moved in the stepwise manner, in the display region so as to be moved by a predetermined distance in a first direction along the scroll line; (1-6-6) displaying the systems that are moved in the stepwise direction, in the display region so as to be moved by a predetermined distance in a second direction that is different from the first direction along the scroll line; (1-6-7) stopping the symbols that are moved in the stepwise manner and then displaying the stopped symbols in the display region; (1-6-8) after the processing operation of (1-6-4) has been executed, randomly selecting and executing any one of the processing operations of (1-6-5) to (1-6-7); and (1-6-9) automatically stopping symbols that are associated with at least one scroll line among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-6-1).
 7. A gaming machine in which a prize is determined based on rearranged symbols, the gaming machine comprising: a display having a display region in which symbols that are associated with each of a plurality of scroll lines are to be displayed; and a controller for controlling a unit game in which the symbols that are associated with said each scroll line are moved and then the moved symbols are rearranged in the display region, the controller being programmed to execute processing operations of: (1-7-1) randomly determining symbols to be rearranged; (1-7-2) displaying symbols that are associated with one scroll line among the plurality of scroll lines, in the display region so as to be moved; (1-7-3) after a predetermined period of time has elapsed after the processing operation of (1-7-2) has been executed, displaying symbols that are associated with another scroll line that is different from said one scroll line among the plurality of scroll lines, in the display region so as to be moved; (1-7-4) repeating the processing operations of (1-7-2) and (1-7-3) until symbols that are associated with all of the plurality of scroll lines have been moved; and (1-7-5) automatically stopping symbols that are associated with at least one among the plurality of scroll lines and then rearranging the symbols that are determined in accordance with the processing operation of (1-7-1). 